Category:Maneuver: Difference between revisions

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Revision as of 09:22, 21 June 2013

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.



Maneuver Stat and Attachment Affinities

Maneuver Name Stat Typical Attachment Boosts
Fire Maneuver STR Offense
Earth Maneuver VIT Defense
Water Maneuver MND Magic Accuracy
Wind Maneuver AGI Evasion/Haste
Ice Maneuver INT Magic Attack
Thunder Maneuver DEX Accuracy
Light Maneuver CHR HP Recovery
Dark Maneuver N/A MP Recovery

Stat Boost

The boost given by using Maneuvers follows the equations:

Stat Boost = floor( Puppetmaster Level ÷ 15 ) + 1

Using Puppetry Dastanas / +1 increases this equation by 1 to:

Stat Boost = floor( Puppetmaster Level ÷ 15 ) + 2

Heat and Overloading

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.

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.

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 massive Slow and Weight. This debuff lasts 1 second for every degree that you were over the threshold.

Example: Joe's automaton Jimmy has 56 degrees of Thunder heat, but Joe uses another maneuver with less Dexterity than his partner and no equipment on. This brings the total up to 76 degrees of heat (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.

What does this mean functionally?

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.

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.

Equipment

Modified by equipment
Equipment Enhancement
Kenkonken Degrees per Maneuver ÷ 3Question
Heatsink Increases decay rate.
See page for more details.
Buffoon's Collar/+1 Overload Threshold +5
Puppetry Dastanas/+1 Overload Threshold +Question
Cirque Farsetto +1 Overload Threshold +20
Cirque Farsetto +2 Overload Threshold +40

References

Pages in category "Maneuver"

The following 8 pages are in this category, out of 8 total.