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Category:Maneuver: Difference between revisions
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Maneuvers are used to control Automatons and interact with their attachments. Each Maneuver (except Dark) grants a bonus to your Automaton's stats that match its element, but also gives a few degrees of "heat" for that element. As you build up heat and pass the overload threshold, there is a chance that you will [[Overload]], which wipes all active Maneuvers and prevents their use for a certain period of time. Without Overload, these Maneuvers each last for 60 seconds or until consumed by certain attachments. See below for more details. |
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|Intro Text='''Maneuvers''' are used to control Automatons and interact with their attachments. Each Maneuver (except Dark) grants a bonus to your Automaton's stats that match its element, but also gives a few degrees of "burden" for that element. |
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|Secondary Text= As you build up burden and pass the overload threshold, there is a chance that you will [[Overload]], which wipes all active Maneuvers and prevents their use for a certain period of time. Maneuvers each last for for a base of 60 seconds, increasing by 1 tic increments until a cap of 5 minutes, or unless consumed by certain attachments. See below for more details. |
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== Maneuver Stat and Attachment Affinities == |
== Maneuver Stat and Attachment Affinities == |
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{ |
{{{!}} class="sortable BGBlue1 altrowgrey" style="width: 100%; max-width: 500px;" |
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{{!}}- style="background: #4696CF; color: #FFFFFF; border-bottom: 3px solid #FF8000;" |
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|- bgcolor="#cee0f2" |
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! Maneuver Name |
! Maneuver Name |
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! Stat |
! Stat |
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! Typical Attachment Boosts |
! Typical Attachment Boosts |
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{{!}}- |
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|- |
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{{!}} [[File:Fire Maneuver v2.png{{!}}link=]] [[Fire Maneuver]] |
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{{!}} [[STR]] |
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{{!}} Physical Attack |
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| Offense |
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{{!}}- |
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|- |
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{{!}} [[File:Earth Maneuver v2.png{{!}}link=]] [[Earth Maneuver]] |
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{{!}} [[VIT]] |
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{{!}} Physical Defense |
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{{!}}- |
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|- |
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{{!}} [[File:Water Maneuver v2.png{{!}}link=]] [[Water Maneuver]] |
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{{!}} [[MND]] |
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{{!}} Magic Defense |
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{{!}}- |
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|- |
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{{!}} [[File:Wind Maneuver v2.png{{!}}link=]] [[Wind Maneuver]] |
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{{!}} [[AGI]] |
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{{!}} Evasion/Haste |
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{{!}}- |
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|- |
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{{!}} [[File:Ice Maneuver v2.png{{!}}link=]] [[Ice Maneuver]] |
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{{!}} [[INT]] |
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{{!}} Magic Attack/Magic Accuracy |
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{{!}}- |
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|- |
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{{!}} [[File:Thunder Maneuver v2.png{{!}}link=]] [[Thunder Maneuver]] |
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{{!}} [[DEX]] |
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{{!}} Accuracy |
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{{!}}- |
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|- |
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{{!}} [[File:Light Maneuver v2.png{{!}}link=]] [[Light Maneuver]] |
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{{!}} [[CHR]] |
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{{!}} HP Recovery |
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{{!}}- |
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|- |
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{{!}} [[File:Dark Maneuver v2.png{{!}}link=]] [[Dark Maneuver]] |
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{{!}} ''N/A'' |
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{{!}} MP Recovery |
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{{!}}- |
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|- |
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{{!}}} |
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|} |
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}} |
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== Maneuver Duration == |
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Maneuvers have a base duration of 60 Seconds (1 minute) when deployed; the duration increasing by 3 seconds every tic the automaton is Deployed on a target, to an ultimate maximum of 300 Seconds (5 Minutes). |
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This maneuver duration boost is reset any time the automaton would be Inactive: Zoning, [[Deactivate]], Death. |
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== Stat Boost == |
== Stat Boost == |
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The boost given by using Maneuvers follows the equations: |
The boost given by using Maneuvers follows the equations: |
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: Stat Boost = [[floor]]( Puppetmaster Level {{math|divide}} 15 ) + 1 |
: Stat Boost = [[floor]]( Puppetmaster Level {{math|divide}} 15 ) + 1 |
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Using [[Puppetry Dastanas]] |
Using {{ItemIcon|Pup. Dastanas|26}} [[Puppetry Dastanas|Puppetry]] or [[Foire Dastanas]] increases this equation by 1 to: |
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: Stat Boost = [[floor]]( Puppetmaster Level {{math|divide}} 15 ) + 2 |
: Stat Boost = [[floor]]( Puppetmaster Level {{math|divide}} 15 ) + 2 |
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:*Any "Enhances Maneuver" effect is directly added after the end of the equation. |
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== Burden and Overloading == |
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Automatons gain a few degrees of burden every time you use a maneuver, which slowly decays (1 degree per tick) as time goes on. If equipped with a [[Heatsink]] the burden of the automaton will decay at a base of 2 or more degrees a tick depending on active water maneuvers. |
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The amount of burden gained per maneuver depends on your stats and the automaton's stats. If your relevant stat for the maneuver equals or exceeds your Automaton, the automaton will gain 15 degrees of burden ''for that element''. If you have less of the relevant stat than your automaton, it will gain 20 degrees of burden. It is worth noting that burden is element specific. Using Wind Maneuvers will not affect your odds of Fire Maneuver Overload, etc. |
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== Heat and Overloading == |
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:'''Example:''' Joe is a 99 Puppetmaster with 95 DEX. His Automaton has 92 DEX. He uses a Thunder Maneuver, so now his Automaton has 15 degrees of Thunder burden. The +7 DEX stat bonus gives him 99 DEX, so the next time he uses a Thunder Maneuver his automaton will gain 20 degrees of Thunder burden. |
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Automatons gain a few degrees of heat every time you use a maneuver, which slowly decays (1 degree per tick) as time goes on. The amount of heat gained per maneuver depends on your stats and the automaton's stats. If your relevant stat for the maneuver equals or exceeds your Automaton, the automaton will gain 15 degrees of heat ''for that element''. If you have less of the relevant stat than your automaton, it will gain 20 degrees of heat. It is worth noting that heat is element specific. Using Wind Maneuvers will not affect your odds of Fire Maneuver Overload, etc. |
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:'''Example:''' Joe is a 99 Puppetmaster with 95 DEX. His Automaton has 92 DEX. He uses a Thunder Maneuver, so now his Automaton has 15 degrees of Thunder heat. The +7 DEX stat bonus gives his 99 DEX, so the next time he uses a Thunder Maneuver his automaton will gain 20 degrees of Thunder heat. |
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Going over the overload threshold (30 degrees is the base threshold) gives you a chance to overload that's approximately 5% + (Number of Degrees over Threshold)%. If you overload, all your maneuvers are wiped and the automaton is "Overloaded", with |
Going over the overload threshold (30 degrees is the base threshold) gives you a chance to overload that's approximately 5% + (Number of Degrees over Threshold)%. If you overload, all your maneuvers are wiped and the automaton is "Overloaded", with a strong gravity and 50% [[Slow]] effect. This debuff lasts 1 second for every degree that you were over the threshold. |
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:'''Example:''' Joe's automaton |
:'''Example:''' Joe's automaton has 56 degrees of Thunder burden, but Joe uses another maneuver with less Dexterity than his partner and no equipment on. This brings the total up to 76 degrees of burden (46 degrees over the threshold), which means that he has a 51% chance to Overload. If he does overload, the status will last 46 seconds. |
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Overload may also be prevented with the equipping of a [[Condenser]]. |
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=== What does this mean functionally? === |
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First, it means that you don't want to overload for two reasons. First, overloading renders your automaton near-useless and turns you into a [[Monk]] without [[Counter]] or [[Kick Attacks]]. Second, there are almost no situations where you want to use maneuvers enough that you should overload, given the currently available equipment (5/2013). If you are overloading, you are almost certainly doin' it wrong in some way. |
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The ability [[Cooldown]] will both remove the effect of Overload and decrease burden by 50%. |
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There are pieces of equipment in the game (seen below) that decrease the degrees per maneuver or increase the overload threshold. The heat from one maneuver decays back to 0 in 45 (with stat equal to or greater than automaton) or 60 (with stat less than automaton) seconds. You can use a maneuver every 10 seconds, which means that you have to reduce the degrees per maneuver by about 80-85% in order to make it so you would ''never'' overload even when using the same maneuver repeatedly. This is not currently possible even with [[Kenkonken]]. However, you can increase the overload threshold using equipment and make it so that you never overload in practice. Wearing all the current equipment, you can increase the overload cap substantially. As a less-than-practical side-note, [[Kenkonken]]'s degrees/maneuver reduction is so substantial that you will never overload when simply maintaining three of the same maneuver with the weapon on (averaging one maneuver every 20 seconds). [[Heatsink]] is another great resource, increasing the heat decay rate. This attachment makes it impossible to overload as long as you keep 1 Water Maneuver up. |
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==Equipment== |
==Equipment== |
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Equipment which reduces burden only affects the usage of Maneuvers. Attachments such as the [[Flame Holder]] or [[Ice Maker]] which add burden are not reduced by equipment. |
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{ |
{{{!}} class="sortable BGBlue1 altrowgrey" style="width: 100%; max-width: 600px;" |
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{{!}}- style="background: #4696CF; color: #FFFFFF; border-bottom: 3px solid #FF8000;" |
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|- |
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! style="width: 50%;" {{!}} Equipment |
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| |
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! style="width: 10%;" {{!}} Slot |
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{| border="0" cellpadding="1" cellspacing="2" width="100%" style="text-align: center;" |
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! style="width: 40%;" {{!}} Enhancement |
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|- bgcolor="#ADBDCC" |
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{{!}}- |
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! colspan="3" | Modified by equipment |
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{{!}} {{ItemIcon|Heatsink|26}} [[Heatsink]] |
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|- bgcolor="#ADBDCC" |
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{{!}} Attachment |
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! width=40% | Equipment |
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{{!}} Increases burden decay rate. |
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! width=60% | Enhancement |
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{{!}}- |
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! |
{{!}} {{ItemIcon|Kenkonken|26}} [[Kenkonken]] |
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{{!}} Weapon |
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| Degrees per Maneuver {{math|divide}} 3{{question}} |
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{{!}} Degrees per Maneuver {{math|divide}} 3 {{verification}} |
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|- BGCOLOR=#EAF0FF |
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{{!}}- |
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! BGCOLOR="#CEE0F2" | [[Heatsink]] |
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{{!}} {{ItemIcon|Midnights|26}} [[Midnights]] |
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| Increases decay rate.<br/>See page for more details. |
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{{!}} Weapon |
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|- |
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{{!}} Overload Threshold +40 |
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! BGCOLOR="#CEE0F2" | [[Buffoon's Collar]]/[[Buffoon's Collar +1|+1]] |
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{{!}}- |
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| Overload Threshold +5 |
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{{!}} {{ItemIcon|Buffoon's Collar|26}} [[Buffoon's Collar]] / [[Buffoon's Collar +1{{!}}+1]] |
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|- BGCOLOR=#EAF0FF |
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{{!}} Neck |
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! BGCOLOR="#CEE0F2" | [[Puppetry Dastanas]]/[[Puppetry Dastanas +1|+1]] |
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{{!}} Overload Threshold +5 |
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{{!}}- |
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|- |
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{{!}} {{ItemIcon|Pup. Dastanas|26}} [[Puppetry Dastanas]] / [[Puppetry Dastanas +1{{!}}+1]] |
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! BGCOLOR="#CEE0F2" | [[Cirque Farsetto +1]] |
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{{!}} Hands |
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| Overload Threshold +20 |
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{{!}} {{!}} Overload Threshold +5 |
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|- BGCOLOR=#EAF0FF |
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{{!}}- |
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! BGCOLOR="#CEE0F2" | [[Cirque Farsetto +2]] |
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{{!}} {{ItemIcon|Foire Dastanas +1|26}} [[Foire Dastanas]] / [[Foire Dastanas +1{{!}}+1]] / [[Foire Dastanas +2{{!}}+2]] / [[Foire Dastanas +3{{!}}+3]] |
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| Overload Threshold +40 |
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{{!}} Hands |
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|- |
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{{!}} Overload Threshold +5 |
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|} |
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{{!}}- |
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|- |
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{{!}}- |
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|} |
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{{!}} {{ItemIcon|Cirque Farsetto +1|26}} [[Cirque Farsetto +1]] |
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{{!}} Body |
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{{!}} Overload Threshold +20 |
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{{!}}- |
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{{!}} {{ItemIcon|Cirque Farsetto +2|26}} [[Cirque Farsetto +2]] |
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{{!}} Body |
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{{!}} Overload Threshold +40 |
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{{!}}- |
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{{!}} {{ItemIcon|Karagoz Farsetto|26}} [[Karagoz Farsetto]] / [[Karagoz Farsetto +1{{!}}+1]] / [[Karagoz Farsetto +2{{!}}+2]] / [[Karagoz Farsetto +3{{!}}+3]] |
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{{!}} Body |
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{{!}} Overload Threshold +40 |
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{{!}}- |
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{{!}} {{ItemIcon|Burana Earring|26}} [[Burana Earring]] |
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{{!}} Earring |
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{{!}} Overload Threshold +1 |
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{{!}}- |
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{{!}} {{ItemIcon|Dispersal Mantle|26}} [[Dispersal Mantle]] |
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{{!}} Back |
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{{!}} Overload Threshold +5 |
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{{!}}- |
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{{!}} {{ItemIcon|Visucius's Mantle|26}} [[Visucius's Mantle]] |
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{{!}} Back |
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{{!}} Overload Threshold +10 |
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{{!}}} |
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== References == |
== References == |
Latest revision as of 01:01, 28 March 2023
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Maneuver Duration
Maneuvers have a base duration of 60 Seconds (1 minute) when deployed; the duration increasing by 3 seconds every tic the automaton is Deployed on a target, to an ultimate maximum of 300 Seconds (5 Minutes).
This maneuver duration boost is reset any time the automaton would be Inactive: Zoning, Deactivate, Death.
Stat Boost
The boost given by using Maneuvers follows the equations:
- Stat Boost = floor( Puppetmaster Level ÷ 15 ) + 1
Using Puppetry or Foire Dastanas increases this equation by 1 to:
- Stat Boost = floor( Puppetmaster Level ÷ 15 ) + 2
- Any "Enhances Maneuver" effect is directly added after the end of the equation.
Burden and Overloading
Automatons gain a few degrees of burden every time you use a maneuver, which slowly decays (1 degree per tick) as time goes on. If equipped with a Heatsink the burden of the automaton will decay at a base of 2 or more degrees a tick depending on active water maneuvers.
The amount of burden gained per maneuver depends on your stats and the automaton's stats. If your relevant stat for the maneuver equals or exceeds your Automaton, the automaton will gain 15 degrees of burden for that element. If you have less of the relevant stat than your automaton, it will gain 20 degrees of burden. It is worth noting that burden is element specific. Using Wind Maneuvers will not affect your odds of Fire Maneuver Overload, etc.
- Example: Joe is a 99 Puppetmaster with 95 DEX. His Automaton has 92 DEX. He uses a Thunder Maneuver, so now his Automaton has 15 degrees of Thunder burden. The +7 DEX stat bonus gives him 99 DEX, so the next time he uses a Thunder Maneuver his automaton will gain 20 degrees of Thunder burden.
Going over the overload threshold (30 degrees is the base threshold) gives you a chance to overload that's approximately 5% + (Number of Degrees over Threshold)%. If you overload, all your maneuvers are wiped and the automaton is "Overloaded", with a strong gravity and 50% Slow effect. This debuff lasts 1 second for every degree that you were over the threshold.
- Example: Joe's automaton has 56 degrees of Thunder burden, but Joe uses another maneuver with less Dexterity than his partner and no equipment on. This brings the total up to 76 degrees of burden (46 degrees over the threshold), which means that he has a 51% chance to Overload. If he does overload, the status will last 46 seconds.
Overload may also be prevented with the equipping of a Condenser.
The ability Cooldown will both remove the effect of Overload and decrease burden by 50%.
Equipment
Equipment which reduces burden only affects the usage of Maneuvers. Attachments such as the Flame Holder or Ice Maker which add burden are not reduced by equipment.
Equipment | Slot | Enhancement |
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Heatsink | Attachment | Increases burden decay rate. |
Kenkonken | Weapon | Degrees per Maneuver ÷ 3 |
Midnights | Weapon | Overload Threshold +40 |
Buffoon's Collar / +1 | Neck | Overload Threshold +5 |
Puppetry Dastanas / +1 | Hands | Overload Threshold +5 |
Foire Dastanas / +1 / +2 / +3 | Hands | Overload Threshold +5 |
Cirque Farsetto +1 | Body | Overload Threshold +20 |
Cirque Farsetto +2 | Body | Overload Threshold +40 |
Karagoz Farsetto / +1 / +2 / +3 | Body | Overload Threshold +40 |
Burana Earring | Earring | Overload Threshold +1 |
Dispersal Mantle | Back | Overload Threshold +5 |
Visucius's Mantle | Back | Overload Threshold +10 |
References
- Several groups have come up with convergent results on overload.
- Original English testing was on the Allakhazam Puppetmaster forums, but they changed their URL structure and broke all links
- The Japanese model is the same as above, but multiplied by 3.
- Retesting due to lack of citations (Byrth and Sylow, FFXIAH)
- Overload Chance (Byrth, FFXIAH)
Pages in category "Maneuver"
The following 8 pages are in this category, out of 8 total.