Puppetmaster

Starter Quest

No Strings Attached

Quest works as per retail except that the one Vana’diel day wait to receive your automaton has been removed.

Stormwaker Casting Order

In base DSP, the Stormwaker head doesn’t match modern matching retail, an order that was updated in the December 2006 retail patch. After research and testing, the Stormwaker Head (RDM) has been updated to provide the following casting priority:

  1. If mob’s health <= 10%, try casting an elemental magic
  2. If light maneuver active, try curative magic
    1. ELSE try enhancing magic
    2. ELSE if ice maneuver active, try elemental magic
  3. Try enfeebling magic
    1. ELSE if light maneuver not active, try curative magic
    2. ELSE if ice maneuver not active, try elemental magic

Each ELSE check assumes that the prior step cannot complete because it’s either:

  • unnecessary (player doesn’t need healing, mob doesn’t need enfeebling)
  • the cooldown has not expired for using that type of magic

Soulsoother Casting Order

In base DSP, the Soulsoother head tends to get caught up in casting buffs and forgets to heal and/or buff other party members. The following logic changes to the Soulsoother Head (WHM) have been made:

  1. If light maneuver active, try curative magic
  2. If player or party member inflicted with status ailment, try status removal
    1. ELSE if light maneuver not active, try curative magic
    2. ELSE try enhancing magic
    3. ELSE try enfeebling magic

The Soulsoother will always prioritize the master, then itself (if it has hate), then the party when healing.

Head-based Attributes

The aim is to balance these heads to reflect closer to the balance on retail and their intended uses.

  • Harlequin - the default head provides even, all around stats, but nothing extraordinary.
  • Valoredge - designed for tanking and melee dps
    • Increased STR, DEX, VIT, and AGI.
    • Highest melee attack, defense, magic defense, and ranged defense of the heads.
      • Largest HP pool of the heads.
      • Provided a slight Regain and Regen bonus.
    • Provides a slight enmity gain to the automaton.
  • Sharpshot - deisgned for ranged physical damage.
    • Increased STR, DEX, and AGI.
    • Highest ranged attack with slightly increased melee attack, defense, magic defense, and ranged defense.
    • Provides a scaled Snap Shot bonus to the automaton (scaling up to approx. Flurry II levels at 99).
    • Slightly larger health pool.
    • Provided a significant Regain bonus.
    • Provides a slight enmity reduction to the automaton.
  • Stormwaker - designed for support and magic damage.
    • Increased DEX, AGI, INT, and MND.
    • Increased magic attack and slightly increased melee attack, defense, magic defense, and ranged defense.
    • Slightly larger HP and MP pools.
    • Provided a slight Refresh bonus.
      • Provided a scaled Fast Cast bonus to the automaton.
    • Provides a slight enmity reduction to the automaton.
  • Soulsoother - designed for support and healing.
    • Increased MND and INT.
    • Increased magic attack and magic defense.
    • Large MP pool.
    • Provided a significant Refresh bonus.
      • Provided a scaled Fast Cast bonus to the automaton.
    • Provides a large enmity reduction to the automaton.
  • Spiritreaver - designed for magic damage.
    • Increased INT.
    • Highest magic attack of the heads with increased and magic defense.
    • Largest MP pool of the heads.
    • Provided a significant Refresh bonus.
    • Provided a scaled Fast Cast bonus to the automaton.
      • Provides a large enmity reduction to the automaton.

Attachments

The following attachments are working and, as noted, customized to Nocturnal Souls. This includes attachments updated or modified by the March 2019 update. Attachments not listed here are either not wired up or may not work as expected.

  • Accelerator I - IV
  • Analyzer
  • Armor Plate I - IV
  • Amplifier
    • provides Magic Burst Bonus +5, reduces the cooldown for elemental magic by 8 seconds, and forces the automaton to attempt to magic burst with the correct element.
  • Amplifier II
    • provides Magic Burst Bonus +10, reduces the cooldown for elemental magic by 12 seconds, and forces the automaton to attempt to magic burst with the correct element.
  • Arcnaoclutch I - II
  • Arcanic Cell I - II
  • Attuner
  • Auto-Repair Kit I - IV
  • Barrage Turbine
  • Barrier Module I - II
  • Coiler I - II
  • Condenser
  • Damage Gauge
  • Disruptor
  • Drum Magazine
  • Dynamo I - III
  • Economizer
  • Equalizer
  • Eraser
  • Flame Holder
    • Nolonger grants Weaponskill Damage, but fTP, similar to how Fotia works. This is based on the listing on ffxiclopedia stating that this is an fTP gain ( which does better align to the ‘attack based on TP’ part of the description). We are keeping the previous values though from BGwiki as they seem more aligned to our server.
      • 0 = +0.25 fTP, 1 = +1.00 fTP, 2 = +1.75 fTP, and 3 = +2.50 fTP
      • What does this mean?
        • String Shredder is 1.5 fTP at all levels, so at 3 maneuvers, it’ll be 4.0 fTP at all levels.
        • Arcuballista is 7.0/10.0/13.0 fTP across the levels, so at 3 maneuvers, it’ll be 9.5/12.5/15.5 fTP across the levels (making it slightly stronger than Savage Blade’s 13.75 fTP).
  • Flashbulb
    • Flashbulb’s Provoke now triggers every 30 seconds instead of 180 seconds.
    • Flashbulb adds 180 CE and 1280 VE similar to the Flash spell.
  • Galvanizer
  • Hammermill
  • Heatsink
  • Heat Capacitor I - II
  • Inhibitor I - II
  • Loudspeaker I - V
  • Magniplug I - II
  • Mana Booster
  • Mana Channeler I - II
  • Mana Conserver
  • Mana Converter
  • Mana Jammer I - IV
  • Mana Tank I - IV
  • Optic Fiber I - II
  • Percolator
  • Reactive Shield
    • Shield strength is based on Automaton Magic skill.
  • Replicator
  • Scanner
  • Schurzen
  • Scope I - IV
  • Shock Absorber I - III
  • Smoke Screen
  • Stabilizer I - V
  • Stealth Screen I - II
  • Steam Jacket
  • Strobe I - II
  • Tactical Processor
  • Target Marker
  • Tension Spring I - V
  • Tranquilizer I - IV
  • Truesights
    • “Ranged Damage” isn’t a modifier in DSP at the moment (and this isn’t really known what it does on the wiki, so it currently grants +RATT)
  • Turbo Charger I - II
  • Vivi Valve I - II
  • Volt Gun

Automaton Levels

automaton level up!

We’ve added in Automaton level enhancements allowing puppetmasters to use animators to increase their automaton’s level from 99 to a cap of 120. These effects require the animator and/or cape to be equipped when activating the automaton and provide additional base stat and secondary stat bonuses.

The following animators and level enhancing gear has been updated:

    Visucius's Mantle 
  • Automaton Lv. +1
    Emnient Animator 
  • Automaton Lv. 115, +77 to base stats, +45 to all secondary stats.
  • Available from Eternal Flame in Western Adoulin.
    Divinator 
  • Automaton Lv. 119, +89 to base stats, +50 to all secondary stats with +25 bonus to melee stats.
  • Available from Reisenjima Henge.
    Divinator II 
  • Automaton Lv. 119, +89 to base stats, +50 to all secondary stats with +25 bonus to magic stats.
  • Available from Reisenjima Henge.
    Animator Z 
  • Automaton Lv. 119, but no additional base or seconary stats.
  • Available from Antonia in Upper Jeuno (H-8, Viette’s Finest Weapons shop)
    Animator P 
  • Automaton Lv. 119, +104 to base stats, +100 to all secondary stats with +25 bonus to melee stats.
  • Crafted via Animator Z
    Animator P +1 
  • Automaton Lv. 119, +109 to base stats, +125 to all secondary stats with +25 bonus to melee stats.
  • Crafted via Animator Z
    Animator P II 
  • Automaton Lv. 119, +104 to base stats, +100 to all secondary stats with +25 bonus to magic stats.
  • Crafted via Animator Z
    Animator P II +1 
  • Automaton Lv. 119, +109 to base stats, +125 to all secondary stats with +25 bonus to magic stats.
  • Crafted via Animator Z

Automaton Skillchains

Automatons can skillchain with PUPs (and other players). The AI logic is a bit simplistic right now, but it’ll attempt to see what elements of skillchains are affecting the current target and if the current PUP configuration has an Inhibitor or Inhibitor II, it’ll attempt to chain with you.

Automaton weaponskill elements are as follows:

Head Weaponskill Type Primary Secondary
Harlequin /
Stormwaker
Slapstick Crushing Reverberation Impaction
Harlequin /
Stormwaker
Knockout Crushing Scission Detonation
Harlequin /
Stormwaker
Magic Mortar N/A Fusion
Valoredge Chimera Ripper Slashing Detonation Induration
Valoredge String Clipper Slashing Scission
Valoredge Cannibal Blade Slashing Compression Reverberation
Valoredge Bone Crusher Crushing Fragmentation
Valoredge String Shredder Slashing Distortion Scission
Sharpshot Arcuballista Ranged Liquifaction Transfixion
Sharpshot Daze Ranged Impaction Transfixion
Sharpshot Armor Piercer Ranged Gravitation
Sharpshot Armor Shatterer Ranged Fusion Impaction

Custom Modifications

Stormwaker

  • Protect V has been added when the Soulsoother head does (it didn’t make sense that they got Shell V, but not Protect V like a normal RDM).
  • Refresh and Refresh II have been added at skill levels 130 and 337 and can cast them on itself.
  • Paralyze II has been added at skill level 321.
  • Blind II has been added at skill level 327.
  • Slow II has been added at skill level 342.
  • Dia III has been added at skill level 430 (merits required).

Soulsoother

  • Stoneskin has been added at skill level 105.
  • Haste II has been added at skill level 393.
  • The “mob is decent challenge or higher” check has been removed when determining whether or not to use a Regen spell.

Spiritreaver

  • Absorb-Attri is gained at the proper skill level and this requires a dark maneuver to be active to trigger it and prioritizes if the target has dispelable buffs.
  • Stun has been added at skill level 245 and prioritizes if the target is in a state that they can be interrupted.
  • Comet has been added at skill 430 (merits required); it will prioritize this above other elemental spells.

All

  • All: The check for “low health” is now a a flat 10% of the mob’s health, not “10% AND <= 300 HP” as it was previously written
  • All: Casting priority for enhancing magic has been altered to be Master > Party Members (if any) > Automaton.
  • All: Casting priority for enfeebling magic has been adjusted to always check if the target has the status effect already to prevent the ‘spam’ condition where they attempt to keep casting an enfeeblment that is already applied. This will NOT prevent them from attempting if the target resists.
  • Implemented maneuver duration increase as per retail specs (thanks Aramil for the PR!) with maneuvers now having a base duration of 60 seconds, increasing up to 5 minutes at 1 tick (3 second) increments.

Regen Caps

  • Automatons now have a base 5% max HP/tick regen cap. This is increased to 10% for the Valoredge.
    • For example, if Sharpshot has 5000 health, regen caps at +250/tick.
    • The Regen Cap has been added to !petstats.

Main Job Only

The following abilities are only available when puppetmaster is the character’s main job.

  • Maintenance
  • Cooldown
  • Heady Artifice

Non-working Abilities / Traits

All abilities are wired up and working at this time.