Combat Parameters
Combat Parameters
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An automaton's AI resides in each of its heads. Changing frames around with heads not only potentially changes combat skills, but the behavior of the puppet itself. In contrast, the damage types and weapon skills of an automaton reside within the frame.
The casting of all spells have their own timer. Each head has its own individual recast for categories of magic such as healing or nuking. As of the December 2011 update there is no longer a universal casting delay that needs to pass before a spell may be cast.
The casting priority also changes based on the type of maneuver that is up and the foes HP as well as the HP of the master and then the automaton.
For example using a light maneuver alters the casting priority of an automaton by forcing cure over casting to remove status ailments.
Furthermore, equipping an attachment such as the Damage Gauge also raises the threshold of when cure will trigger on the casting priority. Automatons prioritize the casting of certain spells like cure or regen based off of who has hate.
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Harlequin Harlequin
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Notes
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- This frame has no special features and no notable qualities
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Frame Behavior
Harlequin Frame
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Detail
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Damage Type
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Delay
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320
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Deploy With Valoredge Head
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Stays in melee range
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Deploy (All other heads)
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<15': Stays out of range >15': Runs into melee range
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Damage Taken
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-6.25%
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Harlequin Maneuver Priority
Maneuver
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Spells
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Fire
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Addle
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Earth
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Slow
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Water
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Poison
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Wind
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Silence
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Ice
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Paralyze
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Thunder
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None
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Light
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Dia, Cure
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Dark
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Bio, Blind
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Harlequin Casting Priority
Magic Type
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Spell(s)
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Enfeebling
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Bio → File:Light Maneuver.png Dia → Poison → Silence → Slow → Blind → Paralyze → Addle
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Healing
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Low HP → Cure
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- A maneuver denotes that the spell is forced and won't be cast otherwise.
- Casting may be altered based on the maneuver used or HP/MP. See "Maneuver Priority" table and notes.
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Valoredge Valoredge
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Notes
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- Has access to Shield Bash.
- Recast of 3 minutes and is ready upon activation.
- Will attempt to interrupt spells and TP moves with it.
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- Magic is only cast when attached to the Harlequin or Stormwaker frames.
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Frame Behavior
Valoredge Frame
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Detail
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Damage Type
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Delay
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360
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Deploy With Harlequin Head
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Stays in melee range
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Deploy (All other heads)
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<15': Stays out of range >15': Runs into melee range
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Damage Taken
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-12.5%
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Valoredge Maneuver Priority
Maneuver
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Spells
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Light
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Cure
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Valoredge Casting Priority
Magic Type
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Spell(s)
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Healing
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Low HP → Cure
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Sharpshot Sharpshot
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Notes
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- Sharpshot's ranged attacks are not subject to a distance bonus or penalty.
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- Magic is only cast when attached to the Harlequin or Stormwaker frames.
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Frame Behavior
Sharpshot Frame
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Detail
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Damage Type
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(melee) (piercing)
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Delay
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400 (melee) 360 (ranged)
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Deploy With Valoredge Head
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Stays in melee range
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Deploy (All other heads)
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<15': Stays out of range >15': Runs into melee range
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Damage Taken
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-12.5%
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Sharpshot Maneuver Priority
Maneuver
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Spells
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Light
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Cure
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Fire
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Addle
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Earth
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Slow
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Water
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Poison
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Wind
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Silence
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Ice
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Paralyze
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Thunder
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None
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Light
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Cure → Dia
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Dark
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Blind → Bio
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Sharpshot Casting Priority
Magic Type
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Spell(s)
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Enfeebling
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Bio → File:Light Maneuver.png Dia → Poison → Silence → Slow → Blind → Paralyze → Addle
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Healing
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Low HP → Cure
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- A maneuver denotes that the spell is forced and won't be cast otherwise.
- Casting may be altered based on the maneuver used or HP/MP. See "Maneuver Priority" table and notes.
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Stormwaker Stormwaker
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Notes
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- Phalanx and Stoneskin will only be cast upon the master and automaton.
- Protect, Shell, and Haste will only be cast upon the master, automaton, and party members.
- Attempts to finish off foes with low HP by casting the weakest nuke that if unresisted will defeat the monster, instead of curing.
- Prioritizes casting Enhancing magic by default if capable.
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Frame Behavior
Frame
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Detail
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Damage Type
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Delay
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400
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Deploy With Valoredge Head
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Stays in melee range
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Deploy (All other heads)
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<15': Stays out of range >15': Runs into melee range
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Breath/Magic Damage Taken
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-25%
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Stormwaker Maneuver Priority
Maneuver
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Spells
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Fire
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Addle
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Earth
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Slow
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Water
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Poison
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Wind
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Silence
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Ice
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Distract, Nuke, Paralyze
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Thunder
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None
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Light
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Dia, Cure
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Dark
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Bio, Blind, Frazzle
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Stormwaker Casting Priority
Magic Type
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Spell(s)
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Enfeebling
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Bio → File:Light Maneuver.png Dia → Poison → Silence → Slow → Blind → Paralyze → Addle
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Healing
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Nuke low HP enemy → Cure
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Elemental
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Low HP → Cure
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Buffing
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Protect → Shell → Haste → Stoneskin → Phalanx
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- A maneuver denotes that the spell is forced and won't be cast otherwise.
- Casting may be altered based on the maneuver used or HP/MP. See "Maneuver Priority" table and notes.
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Soulsoother Soulsoother Spiritreaver Spiritreaver
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Soulsoother Notes
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- Regen is only cast if the foe is ranked a Decent Challenge or above.
- Cast on party member with hate.
- Will use Cure V over Cure VI if it is enough to restore the target to 95%+ HP
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Spiritreaver Notes
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- Prioritizes drain and aspir over nukes once below 75% HP or MP. An ice maneuver will prioritize nukes again.
- Will switch between the two most powerful nukes depending on recast and maneuvers.
- Encouraged to cast the corresponding element of the maneuvers on it.
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Soulsoother Maneuver Priority
Maneuver
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Spells
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Fire
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Addle
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Earth
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Slow
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Water
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Poison, -na spells (can cast to party)
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Wind
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Silence
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Ice
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Nuke, Paralyze
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Thunder
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None
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Light
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Dia, Cure (can cast on party)
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Dark
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Bio, Blind
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Soulsoother Casting Priority
Magic Type
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Spell(s)
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Enfeebling
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Slow → Poison → Blind → Bio → Paralyze → Addle
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Healing
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Low HP → Cure
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Buffing
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Protect → Shell → Haste
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- A maneuver denotes that the spell is forced and won't be cast otherwise.
- Casting may be altered based on the maneuver used or HP/MP. See "Maneuver Priority" table and notes.
- Will not cast cursna to remove doom.
- Cures the master or itself first before worrying about other party members.
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Spiritreaver Maneuver Priority
Maneuver
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Spells
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Fire
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Nuke, Addle
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Earth
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Nuke, Slow
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Water
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Nuke, Poison
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Wind
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Nuke, Silence
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Ice
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Nuke, Paralyze
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Thunder
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Nuke
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Light
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Dia
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Dark
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Access to Enfeebles, Absorb-INT, Aspir, Bio, Blind, Drain, Dread Spikes
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Dark + Ice
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Reprioritizes Nukes over Enfeebles
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- A maneuver denotes that the spell is forced and won't be cast otherwise.
- Casting may be altered based on the maneuver used or HP/MP. See "Maneuver Priority" table and notes.
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Automaton Names
The initial name you give an automaton is free, though you can only choose names from Page 1. You may later wish to change the name, and you can do so by speaking with Abda-Lurabda in the automaton shop while on PUP. You need to pay him 9,800 gil, and you can pick any of the names below.
List of Automaton Names
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Page 1
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Page 2
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Page 3
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Page 4
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Page 5
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Page 6
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Luron
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Nadeshiko
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Otto
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Fukusuke
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Centurion
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Robby
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Drille
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E100
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Gustav
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Mataemon
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A7V
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Porlo-Moperlo
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Tournefoux
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Koume
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Muffin
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Kansuke
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Scipio
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Paroko-Puronko
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Chafouin
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X-32
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Xaver
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Polichinelle
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Sentinel
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Pipima
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Plaisantin
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Poppo
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Toni
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Tobisuke
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Pioneer
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Gagaja
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Loustic
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Asuka
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Ina
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Sasuke
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Seneschal
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Mobil
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Histrion
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Sakura
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Gerda
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Shijimi
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Ginjin
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Donzel
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Bobeche
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Tao
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Petra
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Chobi
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Amagatsu
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Archer
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Bougrion
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Mao
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Verena
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Aurelie
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Dolly
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Shooter
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Rouleteau
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Gadget
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Rosi
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Magalie
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Fantoccini
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Stephen
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Allouette
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Marion
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Schatzi
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Aurore
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Joe
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Mk.IV
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Serenade
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Widget
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Warashi
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Caroline
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Kikizaru
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Conjurer
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Ficelette
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Quirk
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Klingel
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Andrea
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Whippet
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Footman
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Tocadie
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Sprocket
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Clochette
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Machinette
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Punchinello
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Tokotoko
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Caprice
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Cogette
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Campanello
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Clarine
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Charlie
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Sancho
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Foucade
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Lecter
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Kaiserin
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Armelle
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Midge
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Sarumaro
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Capillotte
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Coppelia
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Principessa
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Reinette
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Petrouchka
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Picket
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Quenotte
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Sparky
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Butler
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Dorlote
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Schneider
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Mushroom
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Pacotille
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Clank
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Graf
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Turlupin
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Ushabti
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Comedie
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Calcobrena
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Caro
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Klaxon
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Noel
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Kagekiyo
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Crackle
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Cara
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Bambino
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Yajirobe
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Toraoh
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Ricochet
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Mademoiselle
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Potiron
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Hina
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Genta
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Josette
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Herzog
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Fustige
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Nora
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Kintoki
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Fritz
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Tramp
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Amidon
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Shoki
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Koumei
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Skippy
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V-1000
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Machin
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Kobina
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Pamama
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Pino
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Hikozaemon
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Bidulon
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Kokeshi
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Lobo
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Mandarin
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Nine
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Tandem
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Mame
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Tsukushi
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Jackstraw
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Acht
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Prestidige
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Bishop
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Oniwaka
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Guignol
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Quattro
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Purute-Porute
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Marvin
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Kenbishi
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Moppet
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Zero
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Bito-Rabito
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Dora
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Hannya
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Nutcracker
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Dreizehn
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Cocoa
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Data
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Mashira
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Erwin
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Seize
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Totomo
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Robin
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