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CHR reduces overload?Follow

#1 Apr 24 2006 at 1:44 AM Rating: Decent
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Hi all,

Just thought I'd post an interesting observation I came across while leveling with my Valoredge (I'm level 24).

Went to party in Qufim earlier today and was wondering what sort of stat to boost with new gear I was buying. I'd noticed that my CHR was naturally quite high, so I picked up 2 CHR+2 rings and a Bird Whistle. Thought I'd see if it made a difference in automaton performance at all.

When I got to Qufim, I began to wonder if I had made the correct choice -- most of the other PUPs I saw there had STR boosting gear on. I personally choose to sub WHM because I can help out with cures and Dia (we were fighting crabs). Depending on the circumstances and the mob I'll hang back and let my puppet do all of the fighting, or I'll jump in and throw a few punches.

Anyhow: giving the CHR+ gear a shot, I seemed to notice 2 key things. First off, my maneuvers seemed to take effect for a longer duration than before. I never actually timed it with the CHR+ gear on and off, but I'll have to try that tomorrow.

Secondly, my puppet was pretty much impossible to overload. I was pulling in one of my parties, so I had to use maneuvers very frequently (Earth & Wind for stoneskin and evasion while pulling, and Thunder x2 & Fire for ACC and STR up while fighting). While I wasn't spamming them, I was using them much more frequently than I was able to when I didn't have any CHR+ gear equipped. I never overloaded my puppet once, as compared to once every few fights before I got the CHR+ gear.

So, my question is, has anyone else tried adding to their CHR stat and noticed these changes too? I'm beginning to wonder if this is the key stat for PUP.

Right now I'm going for CHR+ and MP+ gear. I'd love to hear other opinions on stat bonuses from you guys.

Edited, Mon Apr 24 02:46:26 2006 by Makanai
#2 Apr 24 2006 at 1:55 AM Rating: Good
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Very interesting observation, and it's about time we started discovering how stats affected our puppeteering. I was racking my brain earlier trying to think of a way any of the stats could affect our job and our puppet, but I couldn't think of anything. Besides, I'm also waiting until 14, when I can see the most benefit out of hoarding specific stats. I'll try dual CHR, Noble's (if it's available, can't remember if it's All Jobs or not), and try to snag a Bird Whistle, too.

My top bet is CHR now, and it was a runner-up in which stat I thought would affect us the most. Next would be MND, and a straying third would be DEX. I'm going to get +2 MND rings, and I have the +2 DEX rings, so I'll try them all out. I'll time the maneuver durations and try to find a good way to test overloading.

I'm thinking a simple test might be using one specific element repeatedly at precise intervals (i.e. exactly every 10 secs it is available) and seeing the result of overloading, or many it takes to overload, for about 20+ tries. Then adding more CHR and repeating the process.

Good work.
#3 Apr 24 2006 at 2:44 AM Rating: Decent
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at level 21, the only thing that causes an overload in the first place is when you go too heavy on a specific manuever. Say you are pumping a lot of Ice manuevers and only 1 other manuever occasionally, eventually, when u go to throw the ice manuever it will overload. As long as you are switching up the manuevers a lot, and not going top heavy on any one, it is hard to overload, and I actually have never overloaded when altering manuevers a lot. I doubt CHR had anything to do with it but who knows. I noticed you were using a lot of different manuevers though, and that itself helps to prevent overloading.
#4 Apr 24 2006 at 3:19 AM Rating: Good
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Even if CHR doesn't help prevent overloading directly, if it does extend the time a maneuver is active then it can be quite worth it. Instead of having to recast the same necessary maneuvers over and over and risk overloading, they can stay on longer. Also, the effect of overloading depletes over time for a certain element (SE's own words), so if you can also lengthen the time between reusing a maneuver, then that also reduces the chance of overloading simply due to the passage of time.
#5 Apr 24 2006 at 8:53 AM Rating: Decent
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With monk sub, my highest stats were Dex and Chr, then Vit, then Str and Agi, then Mnd and Int.

I'm not sure what Dex would do, but I think it might affect the better your puppet listens.

Chr, I think, would affect overload as you had said. I don't have money to test this until my stuff sells, so sorry I can only suggest stuff.
#6 Apr 24 2006 at 9:05 AM Rating: Decent
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I think I might test this when I unlock pup (hopefuly today).

I'll just lvl to about 5 then do a crap ton of testing with and without jack-o-lanterns. -10 Chr on those guys

I'd like to try and get it figured out before I get too high lvl ;)
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#7 Apr 24 2006 at 9:38 AM Rating: Decent
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Hello, I just thought I would share my opinion. I think CHR effects how well your puppet responds to the maneuvers. I have been using a CHR build since 15. I have +10 and a base of 19 atm. It seems to me that he will do more as I "suggest" it to him. I rarely miss a stoneskin, I can pretty much tell him to use tp, I have had him save it as well. Example: I have 80tp and he is sitting on 120tp. He would not use it until I selected Fire. I have the starting puppet still (rdm is my guess) and I am working on the mage Puppet.

Right now I go /brd for solo and in pty. In pty I can help more by having the puppet engage as I run to the different groups and sing. It seems if I can get Ballad this will help more than my C rating. I will be trying more subs as I lvl.

Anyway, GL all with this confusing job.
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lvl: 75drg, 65drk, 75pld, 40war, 37rdm, 39blm, 47mnk, 37thf, 16rng, 42sam, 39nin, 25whm , 9bst, 37brd,37pup,6blu, 9smn



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#8 Apr 24 2006 at 12:36 PM Rating: Decent
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The inhibitor is what makes the puppet more effecitive with TP... Just read my post on that for more info... http://ffxi.allakhazam.com/db/jobs.html?fjob=18;mid=1145778303107496628;num=0;page=1

Unless you all are using the same exact manuever to test this your assumptions are flawed... I can cast Earth, then Wind, then Thunder over and over and over every 10 seconds without overloading for a long time and I have no CHA modifications what so ever. However when I try casting A different pattern of manuevers it tends to overload. Which tells me that more then likely its the element that effects its cool down from overload. In other words cast the opposing element manuever works to cool down the previous one. Kinda like throwing water on fire. In fact I think theres a water attachment that helps reduce the fire manuevers cool down time called Heat Sink I believe.

It may be possiable that CHA has an Influance as to having your pet use an ability when you use a manuever. However have any of you all thought that if you have more then one attachment of the same element it may also be randoming which attachment it activates of that element when ever your use that attachments element manuever? So it may be entirely possiable that the reason it doesnt use its TP when you use fire manuever may be becuase you have more then 1 fire attachment.

Edited, Tue Apr 25 19:32:59 2006 by KeiSaionji
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#9 Apr 24 2006 at 1:59 PM Rating: Good
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A few things I noticed with my auto once I went the CHR route:

1) I never overload now.

2) Each element lasts longer, which especially helps when I stack 2 Light's for double regen or two darks for double refresh.

3) With Fire, I actually noticed my auto tanking better and voking more often. I also noticed that when the mob was hitting me and I was trying to get a cure in, my auto would blind him more often. However, this could be coincidental.

Currently, I have the mage form, but at times I still have him tank with Provoke and Stoneskin. Overall, I think there is a performance increase from using CHR and it just makes sense to me.
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#10 Apr 24 2006 at 2:40 PM Rating: Decent
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To the above poster. I have read you post. I do understand how the attachments work. I do however think that the added chr makes the puppet understand what I am asking it to do more often. I am not trying to argue how they work, as we are all still learning this job and its function. As I stated, it was an opinion and I was posting to let ppl know what I have seen thus far.

I do not want to see this job turn into something because ppl are not willing to try different things. I have been playing for a while now and I have lvl'd all my jobs with the "proper" subs and eq. (That is why I will not lvl nin, I hate the way we use it, but this is not that thread)

Why is it that when ppl post something on here others can't just read it and say nothing if they don't really have any good input? Why do ppl feel the need to tell ppl to "Go look at my" blah blah blah? Chances are that if I was able to get this done solo, taking the time to share my findings thus far, I have been reading in here. This is probably why I do not have XXXXXX posts, I hate how ppl judge.


So please, if you have input regarding CHR and how it "might" effect you and your puppet, please, post away. If not then find another thead or make one that says, hey guys/gals this is what I am seeing.

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Durdun (Galka)
lvl: 75drg, 65drk, 75pld, 40war, 37rdm, 39blm, 47mnk, 37thf, 16rng, 42sam, 39nin, 25whm , 9bst, 37brd,37pup,6blu, 9smn



Server: Panda..

#11 Apr 24 2006 at 4:27 PM Rating: Decent
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If you are subbing WHM, you will have naturally high CHR. It's WHM's second-highest stat.

I'm not saying CHR has nothing to do with it (it would make sense, right? if you're charismatic, you'll have a better performance) but +CHR with a WHM sub is natural for all jobs.

With all of the variables in-game, there's no way to even be sure that CHR will help (it could be coincidence that your automaton did more casting or didn't overload, just like a BLU coincidentally learning the spell as he uses a WS to kill it).
#12 Apr 24 2006 at 5:54 PM Rating: Decent
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one thing i noticed, and im not trying to be a smart butt here, if you dont want it to over load dont be stupid....... no really
let me explain i was in the west ronfure and noticed after i added some atachments he started overloadding. so i started swapping stuff even waitied for the day to change but none of it seamed to matter, then i thought wait a min, i want him to stonskin but there are nothing but eps around and im trying to 2x regen and hes not hurt...... hmmmmmm..... <.<
so i went in to the la thine and started the fight let him get hit and then did the EM and whamo he put up stone skin, then then i hit the WM and yup no shorting out yay.
i noticed that if i put up 3 WM at the same time he had to be below 1/2hp or he would shortout on me same with ston skin if there wasnt anything around to warrent stonskin he almost always overloaded.
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#13 Apr 24 2006 at 6:28 PM Rating: Good
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I'm sure there are a number of factors that influence overload. But one I'm fairly certain about, is if you have attachments that max out an element(eg 2 Light attachments when your Light max is 2) and then use the corresponding maneuver, it will overload.

I stepped out of Sandy and used Light Maneuver for the first time and instantly Overloaded. I looked at my attachments and I was 2/2 on Light.

Otherwise, I am not big on testing theories and that, but I do think CHR is probably a factor in how our 'matons work with us -- not just specific to Overloading.
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#14 Apr 25 2006 at 2:15 AM Rating: Decent
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It's entirely possible that instead of chr, overload works off of your elemental resists. Reasoning:

1. Each maneuver has its own element (duh, lol ^_^) and also its own colored icon in the status screen.

2. When you overload, the message is that your CHARACTER is overloaded, not your AUTOMATON. This means that it's something to do with you yourself.

Reasoning behind theory: I slapped on my magnifying specs and weaver's apron (I'm cheap, they already are in inventory so take up less room, and puppet's doing the fighting so it can raise skills). I can use earth maneuvers plenty of times and dark maneuvers occasionally, but others overload all the time. I did use a chai tea (+chr) for fun when I first started, but I did have overloads then (though I didn't have any attachments... inventory was too full to buy attachments and take them to NPC).

After reading this thread a day or two ago, I decided to get more +chr food, and got a san d'orian tea (+2chr again) and noticed practically no difference in overload rate than when I didn't have any food on. Then, I ate a jack-o'-lantern after I died, and STILL had same overload rate. At lvls 1-6, you should notice a drastic difference between -10 and +2 chr values, since the base isn't more than 10 at best.

I wasn't looking for how well my puppet responded to commands, since I switch between dark, earth, and light per mob, but will make sure to notice that with more +chr food and -chr food.

And just think! Now those elemental resists on crafting gear can actually be USED for something!
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#15 Apr 25 2006 at 6:52 AM Rating: Decent
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Yep, definately agree. CHR is good for PUP. I dont use CHR gear, but I used a Jack O Lantern (-10 CHR) abd had more or less frequent overloads. Switched to Tuna Sushi (+5 CHR) for a pt in Yuhtunga and it didnt overload the entire party.
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#16 Apr 25 2006 at 8:36 AM Rating: Good
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Quote:
1. Each maneuver has its own element (duh, lol ^_^) and also its own colored icon in the status screen.

2. When you overload, the message is that your CHARACTER is overloaded, not your AUTOMATON. This means that it's something to do with you yourself.


While it is apparent that it is elemental. I, myself, noticed that after equipping 2 x Hope rings, noble's ribbon, and a bird whistle, that I was overloading ALOT less. Especially since I am big on doing triple regen or triple refresh often in between mobs for less downtime. So, I still think CHR has a major role in this.
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AbbadonX wrote:

You're still the king, Slyde. The original inspiration, the immortal breaker of limitations.

Life as a Taru Monk

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#17 Apr 25 2006 at 10:30 AM Rating: Decent
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Yeah, I was thinking it could possibly be the resist on the noble's ribbon. Any chance of other overloading chr gear, like signet staff, brd sub (they'll take anything in dunes and you know it,) or other stuffs, and then removing the noble's ribbon & other resist gear while experimenting? Oh, and don't use light maneuvers, due to the hope rings.

I'd like to narrow this down so that I can make decisions on where to keep my resist gear (like, say, blue ribbon > storage for example.) And since I'm at class today... /cry
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Geole de Caitsith Clothcraft: 90.6+6
Subs: Leathercraft & Goldsmithing & Smithing & Alchemy & Bonecraft & Woodworking @ 60
MNK: 75 SMN: 41 WHM: 38 THF & NIN & WAR: 37
Next: Cooking (huzzah for eviscerating the proletariot and the chefs!)

Dread Lörd Kaolian
Professor of Meat Sciences wrote:
Jinghles, allow me this opertunity to be somewhat blunt:
You suck.
#18 Apr 25 2006 at 12:21 PM Rating: Decent
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Just wanted to add my 2 cents and say that +10 CHR from gear made a substantial improvement to my Puppet's ability to whomp ass in all ways. Thank you very much for the idea OP, really appreciated it.

I ran a constant 3 commands on the Puppet for a 3 hour session and had 1 overload that lasted approximately 45 seconds.
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