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Shadowflame • Thema anzeigen - PUP: Attachments

PUP: Attachments

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Moderatoren: Fidi, Anox, Peorth

PUP: Attachments

Beitragvon Anox » 23. Apr 2006, 12:03

[url][url]http://ffxi.allakhazam.com/db/jobs.html?fjob=18;mid=114558121842051410;num=36;page=1[/url]


hab den text auch mal reinkopiert


An attempt at organizing the PUP attachment info.. there's too many threads about the same thing >.<

Basics first:
You can get attachments by 1. AH under Other > Pet Items 2. Yoyoroon at G-6 upstairs in Nashmau 3. Crafting. Recipes at http://ffxi.somepage.com/news/264#N...uppetmaster They’re GS and alchemy, but require tools to make them.
NPC prices:
5k (4950 technically >.>) - Tension Spring, Loudspeaker, Accelerator, Armor Plate, Stabilizer, Mana Jammer, Auto-Repair Kit, Mana Tank
10k (9925) - Inhibitor, Mana Booster, Scope, Shock Absorber, Volt Gun, Stealth Screen, Damage Gauge, Mana Conserver

Stacking Attachments
While you were purchasing your attachments you might’ve noticed you can buy 12. Don’t worry, you don’t use an attachment every time you use its Maneuver, but apparently eventually the attachment wears out after a while. As for a number.. “they last a long time”. No definite data on this yet.
Don’t anyone start panicking about attachments breaking after 20 mins.. I’ve played a good 12 hours at least on PUP and no attachment has broken yet. I 2-houred once and no attachments were used for that either.

To equip the attachments:
Go back to Whitegate and the automaton shop, talk to Tateeya and trade her the attachments 1 by 1. She'll do a quick CS much like adv support CS and.. "You can now equip your automaton with <item>."
Fact: You have to learn how to equip each attachment. Yes, this means every time you buy a new attachment, you have to talk to Tateeya. You can unequip and re-equip anything you've learned as often as you like, in any slot you want.
(Neat) Fact: Once you learn to equip the attachment, they go out of your inventory and into your PUPs. Not sure yet if there's a limit to his/her inventory, at 18 (16 attachments, starter head and body) now and no complaints.
Fact: You can’t change the attachments of your automaton when it's Activated. Yes, that means you have to Deactivate him and, if you've taken him out in the last 20 mins, you get to wait for the timer to be up. And yes, in the event an attachment does wear out and you only had 1, you have to Deactivate, equip, and then re-Activate your automaton.

Now, under the menu itself go to equipment (not Ctrl+E). Hit Automaton. Pick 1 of the 12 spots and an attachment like you would normal armor. At the bottom under the 12 boxes you'll see each of the elements and 0/3. You are allowed 3 "points" (for lack of a better word) per basic element and 2 for Light/Darkness. On each attachment there's the mini symbol for the elements, just like when there's weather. This represents the number of "points" the attachment counts for.
For example: Tension spring, Fire based, 2 fire "points". Fire ele has 2/3 out of it, so I can stick on 1 more point of fire element.http://i73.photobucket.com/albums/i23...mg_0010.jpg
The number of "points" you can have for each element depends on the head and body gear. The starter head gives 1 point for each element but light and dark, starter body gives 2 points for each element. Not sure on upgraded bodies as I don't have mine yet.

As for the attachments:
Strobe – Fire, 1 point, Increases enmity, Occasionally uses Provoke
Inhibitor - Fire, 1 point, Store TP, Improves TP usage efficiency
Tension Spring - Fire, 2 points, Enhances attack
Analyzer - Earth, 1 point, Increases chance of mitigating the effects of special attacks previously used by the enemy
Shock Absorber - Earth, 1 point, Use "Stoneskin"
Armor Plate - Earth, 2 points, Enhances defense
Heat Sink - Water, 1 point, Reduces the rate of "Fire Maneuver" overload
Stealth Screen - Water, 1 point, Reduces enmity
Mana Jammer - Water, 2 points, Enhances magic defense
Pattern Reader - Wind, 1 point, Analyzes enemy attack pattern and gradually increases evasion
Scope - Wind, 2 points, Enhances ranged accuracy
Accelerator - Wind, 2 points, Enhances evasion
Scanner – Ice, 1 point, Occasionally scans target's magic resistances
Loudspeaker - Ice, 2 points, Enhances magic attack
Mana Booster - Ice, 2 points, Increases frequency of spell use
Heat Seeker - Thunder, 1 point, Analyzes enemy evasion patterns and gradually enhances accuracy
Volt Gun - Thunder, 2 points, Adds lightning damage to attacks
Stabilizer - Thunder, 2 points, Enhances accuracy
Flashbulb - Light, 2 points, Use Flash
Damage Gauge - Light, 1 point, Prioritizes curing
Auto-Repair Kit - Light, 2 points, Increases HP, Adds "Regen" effect to Light Maneuver
Mana Converter – Darkness, 2 points, Gradually drains HP to restore MP
Mana Conserver - Darkness, 1 point, Conserve MP
Mana Tank - Darkness, 2 points, Increases MP, Adds "Refresh" effect to Dark Maneuver

Remember those maneuver things? Well, having the Inhibitor and Tension Spring on with the Fire Maneuver will give a nicer buff to attack and a noticeable (!) buff to TP. As you can see on the Auto-Repair Kit and Mana Tank, you have to have the Maneuver on for Regen/Refresh to work.
With “Use ‘Stoneskin’”, there’s a slight not-so-great part to it. Using the Earth Maneuver will tell your automaton that it should Stoneskin… but he might take a while to actually do it. Basically, the Maneuver hints at your automaton to WS or cast Stoneskin or start curing, but it’s not guaranteed. As you can see on the Auto-Repair Kit and Mana Tank, you have to have the Maneuver on for Regen/Refresh to work.
The strength of each of the attachment's effects (atk up, lightning dmg, hp/tick etc) depends on the maneuvers you have on. With 3x Earth Maneuver, your automaton will get the hint that you want him to cast stoneskin about 90% of the time. Put up 3x Dark Maneuver and his Refresh will be 3/tick instead of 1, same with Light and Regen. 3x Fire for super TP, 3x Thunder for super Enthunder dmg, etc.
A note though! Don't go spamming because you can Overload. As of now I don't have an "All About Maneuver's" guide posted here.. if anyone else would like to make they're welcome to, otherwise I'll probably get bored and make one of those too :P[/url]
BLM 75, RDM 75, WHM 51, THF 37, BRD 37, SAM 37, NIN 37, DRG 25,
WAR 43, MNK 10, PUP 6, BLU 6, DRK 5, BST 4, RNG 3 ----Cooking 74...Alchemy 30
San d'Oria Rank 10, ZM16, CoP-done, AUM 25
Gobbiebag VI, Mogsafe III, Mog Locker (70)
BLM AF v1 6/6, AF v2 0/6
RDM AF v1 6/6, AF v2 0/6

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