Other Notes
- Each time you gain a level on Puppetmaster be sure you Deactivate and Activate your automaton so its new level stats will take effect.
- Deactivating your automaton while it has full HP will reset the Activate timer to zero. This will also refill the automaton's MP.
- Your automaton will be automatically deactivated when entering an area or battlefield with an imposed Level Restriction or Confrontation status, at the beginning of a Besieged battle, when renting a Chocobo or, when you join a Level Sync party if it is not already at or below the Sync level.
- When level restriction results in a puppetmaster's automaton being deactivated in a state of full or nearly full health, the ability Activate will become immediately usable.
- Your automaton will not Deactivate if you re-sync to the same level since its level is still capped until reactivated.
- An Animator must be equipped to perform Maneuvers.
- If you drop your starting Animator, Iruki-Waraki will sell you a new one for 10,000 gil.
- Before being able to use an attachment, you must first trade the attachment to Tateeya in Aht Urhgan Whitegate to have it placed in the Automaton's inventory.
- Automaton attachments must be equipped on your automaton to receive the effects of the attachments when using elemental maneuvers.
- Maneuvers will grant a bonus to the Automaton's stat associated with that element.
- The Soulsoother Head can cast cures, regens and status removal spells on all members of the Puppetmaster's party. (The automaton and master will always have priority over other members.)
- In Salvage all pet's stats are locked with the master's. This means if your HP is locked, for example, your pet's HP is locked as well. Using a cell to remove a lock also removes the lock from the pet. This includes all cells- For PUP, the automaton will not be able to cast spells if your magic is locked. (However, the automaton needs no equipment to shoot and a ranged cell is not needed for ranged attacks.)
- In Abyssea, the automaton receives the effects of any atmas on the master. However it does not receive the effects of cruor buffs.
- If you log off with your automaton active, it will still be active the next time you log-in.
- Automatons can now acquire the Subtle Blow trait.
Capacity Point/Job Points
Each time you increase the level of a Job point category, it takes one more for the next time to increase it. I.E. tier 1 = 1 Job Point, tier 2 takes 2 JP, etc... up to a maximum of 20 increases. (For the Math freaks: It would take 210 Job Points spent to cap out any one category for 20/20)
- Overdrive Effect
- Increases automatons' attributes while under the effects of Overdrive.
- Increases attributes by 3.
- Automaton Max HP and MP Bonus
- Increases the maximum HP and MP of automatons.
- Increases maximum HP by 10 and MP by 5.
- Heady Artifice Effect
- Increases the potency of the various head-related abilities.
- Harlequin Head: Increase physical accuracy by 2.
- Valoredge Head: Increase static enmity by 100.
- Sharpshot Head: Increase damage by 3 percent.
- Stormwaker Head: Increase magic damage by 2.
- Soulsoother Head: Increase amount of MP recovered by 1 percent.
- Spiritreaver Head: Increase magic damage by 5.
- Activate Effect
- Repair Effect
- Gradually restores Automaton's MP when Repair is used.
- Amount of MP recovered depends on the item used.
- Deus Ex Automata Recast
- Tactical Switch
- Cooldown Effect
- Deactivate Effect
- Relaxes the requirement for reducing Deactivate's cooldown based on the automaton's remaining HP.
- Reduce the requirement by 1 percent of remaining HP.
- Martial Arts Effect
- Reduces attack delay for hand-to-hand attacks.
- Reduce attack delay by 2.
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See Also
Gifts
Each time you spend Job Points on a tier improvement, you are awarded Gifts appropriately. These Gifts are meant to be bestowed on those players that dedicate their time to that job. Gifts earned on one job cannot be used by another job if they change jobs.
- 5: Physical Attack bonus :Increases physical and ranged attack by 6
- 5: Capacity Point Bonus :Increases acquired CP by 5%.
- 10: Physical Evasion Bonus :Increases physical evasion by 8.
- 20: Physical Accuracy Bonus :Increases physical and ranged accuracy by 7.
- 25: Capacity Point Bonus :Increases acquired CP by 7%.
- 30: Magic Evasion Bonus :Increases magic evasion by 5.
- 50: Superior 1 :Enables the player to equip items marked as Superior 1 (Su1).
- 55: Capacity Point Bonus :Increases acquired CP by 9%.
- 60: Automaton Phys. Atk. and Def. Bonus :Increases automaton physical attack, ranged attack, and physical defense by 15.
- 80: Automaton Phys. Acc. and Eva. Bonus :Increases automaton physical accuracy, ranged accuracy, and physical evasion by 10.
- 95: Capacity Point Bonus :Increases acquired CP by 11%
- 100: Superior 2 Enables the player to equip items marked as Superior 2 (Su2).
- 100: Automaton Elemental Capacity Bonus Increases the automaton's elemental capacity for attachments by 2.
- 125: Automaton Mag. Acc. and Def. Bonus Increases automaton magic attack and magic defense by 5.
- 145: Capacity Point Bonus Increases acquired CP by 13%.
- 150: Automaton Mag. Acc. and Eva. Bonus Increases automaton magic accuracy and evasion by 10.
- 180: Physical Attack Bonus Increases physical and ranged attack by 9.
- 205: Capacity Point Bonus Increases acquired CP by 15%
- 210: Physical Evasion Bonus Increases physical evasion by 12.
- 245: Physical Accuracy Bonus Increase physical and ranged accuracy by 11.
- 275: Capacity Point Bonus Increase acquired CP by 17%.
- 280: Magic Evasion Bonus
- 320: Magic Accuracy Bonus
- 355: Capacity Point Bonus
- 360: Automaton Physical Attack and Defense Bonus
- 405: Automaton Physical Accuracy and Evasion Bonus
- 445: Capacity Point Bonus
- 450: Automaton Magic Attack and Defense Bonus
- 500: Automaton Magic Accuracy and Evasion Bonus
- 545: Capacity Point Bonus
- 550: Martial Arts Effect
- 605: Physical Attack Bonus
- 655: Capacity Point Bonus
- 660: Physical Evasion Bonus
- 720: Physical Accuracy Bonus
- 775: Capacity Point Bonus
- 780: Magic Evasion Bonus
- 845: Magic Accuracy Bonus
- 905: Capacity Point Bonus
- 910: Automaton Physical Attack and Defense Bonus
- 980: Automaton Physical Accuracy and Evasion Bonus
- 1045: Capacity Point Bonus
- 1050: Automaton Magic Attack and Defense Bonus
- 1125: Automaton Magic Accuracy and Evasion Bonus
- 1195: Capacity Point Bonus
- 1200: Automaton Elemental Capacity Bonus
- 1280: Physical Attack Bonus
- 1355: Capacity Point Bonus
- 1360: Physical Evasion Bonus
- 1445: Physical Accuracy Bonus
- 1530: Magic Evasion Bonus
- 1620: Magic Accuracy Bonus
- 1710: Automaton Physical Attack and Defense Bonus
- 1805: Automaton Physical Accuracy and Evasion Bonus
- 1900: Automaton Magic Attack and Defense Bonus
- 2000: Automaton Magic Accuracy and Evasion Bonus
- 2100: Template:StarMaster!
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