Puppetmaster: Numbers Behind The Job By Auraeon

CAUTION!
This article is only a guide. Information expressed in a guide is usually more opinion than fact and should be taken as such. Guides are written by players, based upon their experiences, successes and mistakes, and are meant to aid other players. However, there may be differing opinions than those expressed in a guide.
Strategies and information in guides may not work for everyone.


This is a Guide to the numbers behind the Puppetmaster job, by Auraeon of Leviathan server. This is useful in determining what kind of gear setup you should use to attain maximum performance in merit parties. The first section will deal with the Master, and it's accuracy, attack, and attack speed.

Master[edit]

I've been working on this since a fellow KI user posted a link to this in a thread on the Puppetmaster forums. I found it interesting, and decided to see if it were possible to build a "perfect" gear setup for PUP using this new-found knowledge. I use quotes for "Perfect" because it is hard to balance accuracy, attack, and haste the way other jobs are so easily able to, just because of the low stats we begin with. This by no means suggests my "Perfect" setup is literally "Perfect", it just means it is a way to achieve capped accuracy on all merit mobs (with help), while still hitting hard and making use of some haste to speed up your attacks.

I used PUP/WAR for these calculations simply because that is what I am most often using in merit parties.

If anything is incorrect, please let me know so I can fix it.

If you have anything to add, please feel free to let me know.

Accuracy[edit]

First I was messing around to see the max accuracy we can get, with the absolute best gear possible (this was for fun, not for any other useful reason. But interesting none-the-less.)

Thanks to Rhayve of KI for pointing out my calculations were a bit off. I fixed them.
Total ACC 105

DEX 67 (divided by 2 to find ACC)

Total ACC 33

H2H skill 241 (after 200 skill, remove 10% from additional skill points to find ACC)

Total ACC 236

Combined Total ACC 374

Sushi +16% (+3 ACC from 6 DEX) (Bream Sushi)

Total addition from food 62

Total ACC 436

________________________

  • Hunter's Roll +65 (Roll 11 with RNG)
  • Sword Madrigal +22 (Capped skills with +2 instrument)
  • Blade Madrigal +39 (Capped skills with +2 instrument)
New Overall Total with Sushi: ACC 562

Although this number is far from realistic because of the gear setup and the help needed, it is interesting to know how far PUP's accuracy can go. Theoretically this would be far more than needed to be capped on any merit enemy (including Mamool Ja Lurkers (THF.)

Attack[edit]

Next, I wanted to do the same thing with attack, just because I was curious how high we could get it.

Turns out, if we decided to sacrifice our accuracy and haste, we could cap out our attack at 999.

Thanks to Siyual of KI for pointing out I used Puppetry Tobe +1 for its 5 attack rather than Enkidu's Harness for its 12 attack (counting 5 STR). I fixed it and redid the calculations.
Total Attack 108

STR 74 (Divided by 2 to find ATT)

Attack 37

H2H skill 248 (Formula: 8 + Skill)

Attack 256

Total Attack 401

Red Curry +23%

Attack 92

New Total 493

Warrior sub job trait +10 Berserk +25%


Overall total attack 628

  • Valor Minuet IV +66 (Capped skills with +2 instrument)
  • Valor Minuet III +48 (Capped skills with +2 instrument)
  • Chaos Roll with DRK on 11 +41%
Total with outside help 1069 (caps at 999)

While there isn't much use for capping out attack for Puppetmaster, because of the severe lack of accuracy you would suffer--realizing that it is possible to reach capped attack with some help is a bit awe-inspiring. Personally, I figured the highest we could get, even with Chaos Roll and Minuets, would be around 750-800. But according to the math--if it is correct--we could break 1000 attack if there weren't that pesky 999 cap on it. Pretty interesting stuff.

Best Balance[edit]

Now on to the real reason for this guide.

I decided to modify my current gear setup until I hit the desired numbers for parsing at 95% accuracy in merit parties while getting the most attack and Haste possible without dropping below the accuracy cap on any merit mob.

My results are as follows:

Thanks to Rhayve of KI for pointing out that the combined stats and set effect from full Usukane will outshine the setup shown here, however I will keep this setup here as a reference for those who are still working on completing full Usukane!
Total ACC +74 ATT+38 Haste+9%

DEX 67 :ACC 33

STR 74 :ATT 37

[Hand-to-hand|H2H] skill 248

:ACC 243

:ATT 256

Totals

ACC 276
ATT 293

With gear and food:

Sushi +16% ACC (+3 ACC from 6 DEX)

ACC 409
ATT 331
Haste +9%

/WAR trait ATT+10

Berserk ATT+25%

Total ATT 426

  • Blade Madrigal ACC+39
  • Valor Minuet IV ATT+66
  • Victory March Haste+11%
With March and Minuet: Delay 327 (5 sec) ACC 409 ATT 508
With March and Madrigal: Delay 327 (5 sec) ACC 448 ATT 426
With Madrigal and Minuet: Delay 372 (6 sec) ACC 448 ATT 508


  • Chaos Roll ATT+40% (+20% middle)
  • Hunter's Roll ACC+65 (+35 middle)
With songs: ACC 513 ATT 716 (ACC 483 ATT 609 middle)
Without songs: ACC 474 ATT 600 (ACC 444 ATT 511 middle)

You can see here that with gear and food alone, you wont hit the accuracy cap on a few different high-end enemies during merit parties. However, it does cap your accuracy on the enemies you are most likely to fight in merit parties as PUP, and that is Greater Colibris. I wanted to use Ethereal Earring instead of Diabolos earring, but that would bring accuracy down to just below capped accuracy on level 82 Greater Colibris. I may change that up in the future though, because I love Ethereal Earring dearly.

Now, I listed the three most commonly used Bard songs to show how each combination of two of the three will affect a PUP. As you can see, March takes off 1 second from attack speed while the accuracy from Madrigal allows you to cap your accuracy on many more merit enemies, and Minuet adds a large portion of attack to your already decent attack rating. However, it is best to decide which two songs you prefer best, on your own (or take whatever your Bard gives you.) But I personally think March and Minuet will have the most impact on this gear setup, because your accuracy will already be capped on Greater Colibris even without songs.

Now about Corsair rolls. Rolls are significantly more potent than Bard songs, but the problem is getting lucky with them so that they are more potent. Though, even if a Roll lands on one of the middle numbers, it is very close in potency to a Bard song of the same effect. Just pray your Corsair doesn't land on a low/unlucky number, or Bust. Now from the numbers, you can tell Songs and Rolls are pretty much even, unless a Roll lands on a lucky, then you get a much better effect. But even better, is that both Rolls and Songs stack. With them together, you now have a massive 483 accuracy, and 609 attack (513 acc, 716 att if Roll lands on 11.) Which is far from bad at all.

Delay and Haste[edit]

Okay, now that we have accuracy and attack out of the way, here is where it gets tricky. Because of the way Haste gear is implemented, it automatically favors melee jobs who already have high accuracy and attack ratings. Most Haste gear you come across will not have accuracy or attack on it, but occasionally you will a piece like Swift Belt that has a small amount of accuracy, but negative attack. While on even more rare occasions, you will find an amazing piece like Usukane Sune-ate that has 7 Accuracy, 7 Attack, and 2% Haste. The reason both of these pieces are so great, is because instead of just offering quite a large amount of Haste for their corresponding armor slots, they also provide accuracy (and sometimes attack.) Whereas usually, Haste gear has no other significant stats, such as Walahra Turban, Goliard Saio, and Pantin Dastanas. The Haste on these pieces are great, but the lack of accuracy really hurts our job, due to our naturally low accuracy.

Okay, on to the numbers.

Base delay before Martial Arts 480

Martial Arts 400 Delay
Martial Arts II 380 Delay
Martial Arts III 360 Delay
Hades Sainti +49
Total 409 Delay

  • Gear Haste +9%
  • Song Haste +9%/+11%/+20%

New totals:
  • With gear: 372.19 (6.2 seconds between attack rounds)
  • With gear and Magic: 310.8 (5.1 sec)
  • With gear, Magic, and two Songs: 229 (3.8 sec)
  • With gear, Magic, two Songs, and Samba: 188.1 (3.1 sec)
Note: If gear Haste were capped at 25%, you would lose a significant amount of accuracy and attack, but delay would drop down to 122.7 (2 sec.)

As you can see, by ourselves, we can't achieve very high attack speed without throwing out a lot of accuracy. Which is a pretty moot point when you're attacking to actually hit the enemy, not whiff. Having speed without accuracy doesn't really make sense.

While we are able to hit the 25% Haste gear cap, we give up too much accuracy to make it useful in any normal situation. So instead, we have to use what Haste gear we can, without dropping our accuracy too low.

My numbers show that with 9% in Haste gear alone (enough to keep accuracy capped on Greater Colibris without outside help), we are able to perform an attack round once every 6.2 seconds.

But this is where we need help if we want to become any faster while keeping accuracy capped. With the White Magic Haste spell, we can drop the delay between our attacks down to 5.1 seconds. If your Bard gives you double Marches, you can go even lower, down to 3.8 seconds. And finally, if you happen to have a Dancer in your party with merited Haste Samba, you can get down to 3.1 seconds between attack rounds as PUP.

While it isn't likely that you'll always have a BRD or DNC, we sort of have to settle with our current attack speed until SE implements better Haste gear for jobs like PUP.

Finally, as I mentioned in the note with the delay calculations, if you wanted to gear for Haste in order to cap yourself at 25% gear Haste while under the effect of the three different Haste effects from other jobs, you could get down to 122.7 delay, or an attack round every 2 seconds. However, you would likely miss a large amount of those attacks.


If anything here is wrong, let me know. I spent a lot of time on this, and am hoping there are no flaws. In the end, I'm just happy I have a better understanding of how my current gear setup matches up to what I'd like it to look like (I just need Pantin Churidars, Usukane Sune-Ate, Usukane Somen, and Pantin Cape!) I hope this helps other people as well.


P.S. While playing around with max ACC and max ATT gear setups at the top of the post, I included the absolute best armor pieces without concern for difficulty to obtain them. However, in the balanced "Perfect" gear set, I kept things more realistic, excluding most of the extremely hard to obtain things. While Usukane may be difficult to obtain for some people, it isn't as "hard" to obtain as other gear. I didn't include Hades +1 because of their rarity, which means I definitely didn't include Shenlongs Baghnakhs. Ninurta's Sash is obviously the best belt piece PUP can use, by far, but it is far too rare to include here. Finally, this isn't a WS gear setup, thus why Usukane Haramaki isn't listed as body piece. Enkidu's Harness seems superior for TP/DPS build because the Store TP on Haramaki doesn't change the number of hits we need to hit 100% TP, but you can replace it for Usukane if you feel differently and if you own one (or aspire to have one made.)



Automaton[edit]

The following Optic Fiber calculations are likely incorrect, as they haven't been confirmed to work with neither Tension Springs nor Stabilizers. The way they work is quite confusing as well, so I only listed their assumed effects, while not actually adding them to the calculation outcomes.

Edit: Removed Optic Fiber calculations, as they weren't of any help, if they were even correctly done. I may add them back in again later, but more testing and verification needs to be done.


Stormwaker[edit]

Magic Attack[edit]

Totals:

Start 100% MA
End 307.2% MA

Optimization: :Magic attack 125%


Pantin Babouches & Mirke Wardecors
Magic Attack Without Optimization With Optimization
Equipped Magic Attack 112% Magic Attack 137%
Loudspeaker
Magic Attack Without Optimization With Optimization
Ice Maneuver 0 Magic Attack 105% Magic Attack 130%
Ice Maneuver 1 Magic Attack 110% Magic Attack 135%
Ice Maneuver 2 Magic Attack 115% Magic Attack 140%
Ice Maneuver 3 Magic Attack 120% Magic Attack 145%
Loudspeaker II
Magic Attack Without Optimization With Optimization
Ice Maneuver 0 Magic Attack 110% Magic Attack 135%
Ice Maneuver 1 Magic Attack 115% Magic Attack 140%
Ice Maneuver 2 Magic Attack 120% Magic Attack 145%
Ice Maneuver 3 Magic Attack 125% Magic Attack 150%
Loudspeaker & Loudspeaker II
Magic Attack Without Optimization With Optimization
Ice Maneuver 0 Magic Attack 115% Magic Attack 140%
Ice Maneuver 1 Magic Attack 125% Magic Attack 150%
Ice Maneuver 2 Magic Attack 135% Magic Attack 160%
Ice Maneuver 3 Magic Attack 145% Magic Attack 170%
Loudspeaker & Ice Maker
Magic Attack Without Optimization With Optimization
Ice Maneuver 0 Magic Attack 105% Magic Attack 130%
Ice Maneuver 1 Magic Attack 132% Magic Attack 162%
Ice Maneuver 2 Magic Attack 161% Magic Attack 196%
Ice Maneuver 3 Magic Attack 192% Magic Attack 232%
Loudspeaker II & Ice Maker
Magic Attack Without Optimization With Optimization
Ice Maneuver 0 Magic Attack 110% Magic Attack 135%
Ice Maneuver 1 Magic Attack 138% Magic Attack 196%
Ice Maneuver 2 Magic Attack 168% Magic Attack 232%
Ice Maneuver 3 Magic Attack 200% Magic Attack 240%
Loudspeaker & Loudspeaker II & Ice Maker
Magic Attack Without Optimization With Optimization
Ice Maneuver 0 Magic Attack 115% Magic Attack 140%
Ice Maneuver 1 Magic Attack 150% Magic Attack 180%
Ice Maneuver 2 Magic Attack 189% Magic Attack 224%
Ice Maneuver 3 Magic Attack 232% Magic Attack 272%
Loudspeaker & Loudspeaker II & Ice Maker & Mana Channeler
Magic Attack Without Optimization With Optimization
Ice Maneuver 0 Magic Attack 125% Magic Attack 150%
Ice Maneuver 1 Magic Attack 162% Magic Attack 192%
Ice Maneuver 2 Magic Attack 203% Magic Attack 238%
Ice Maneuver 3 Magic Attack 248% Magic Attack 288%
Loudspeaker & Loudspeaker II & Ice Maker & Mana Channeler & Pantin Babouches & Mirke Wardecors
Magic Attack Without Optimization With Optimization
Ice Maneuver 0 Magic Attack 137% Magic Attack 162%
Ice Maneuver 1 Magic Attack 176.4% Magic Attack 206.4%
Ice Maneuver 2 Magic Attack 219.8% Magic Attack 254.8%
Ice Maneuver 3 Magic Attack 267.2% Magic Attack 307.2%

Sharpshot[edit]

Attack[edit]

Melee skill 230 :Melee attack 238

Ranged skill 269 :Ranged attack 277


STR 68 :Attack 34


Totals:

Melee Attack 272
Ranged Attack 311

Optimization:

:Melee attack 340

:Ranged attack 388


Tension Spring
Melee Without Optimization With Optimization
Fire Maneuver 0 Attack 285 Attack 357
Fire Maneuver 1 Attack 299 Attack 374
Fire Maneuver 2 Attack 312 Attack 391
Fire Maneuver 3 Attack 326 Attack 408
Tension Spring
Ranged Without Optimization With Optimization
Fire Maneuver 0 Attack 326 Attack 407
Fire Maneuver 1 Attack 342 Attack 426
Fire Maneuver 2 Attack 357 Attack 446
Fire Maneuver 3 Attack 373 Attack 465


Tension Spring II
Melee Without Optimization With Optimization
Fire Maneuver 0 Attack 299 Attack 374
Fire Maneuver 1 Attack 312 Attack 391
Fire Maneuver 2 Attack 326 Attack 408
Fire Maneuver 3 Attack 340 Attack 425
Tension Spring II
Ranged Without Optimization With Optimization
Fire Maneuver 0 Attack 342 Attack 426
Fire Maneuver 1 Attack 357 Attack 446
Fire Maneuver 2 Attack 373 Attack 465
Fire Maneuver 3 Attack 388 Attack 485


Tension Spring I & II
Melee Without Optimization With Optimization
Fire Maneuver 0 Attack 312 Attack 391
Fire Maneuver 1 Attack 340 Attack 425
Fire Maneuver 2 Attack 367 Attack 459
Fire Maneuver 3 Attack 394 Attack 493
Tension Spring I & II
Ranged Without Optimization With Optimization
Fire Maneuver 0 Attack 357 Attack 446
Fire Maneuver 1 Attack 388 Attack 485
Fire Maneuver 2 Attack 419 Attack 523
Fire Maneuver 3 Attack 450 Attack 562

:Melee skill merits +10

Ranged skill merits +10

New Max totals with Optimization, and Three Fire Maneuvers along with skill merits:

:ATT 497 :R.ATT 565


Accuracy[edit]

Melee skill 230 :Melee accuracy 227

Ranged skill 269 :Ranged accuracy 263


DEX 72

:Accuracy 36 AGI 79

:Accuracy 39


New Totals:

Melee accuracy 263
Ranged accuracy 302

Fine-Tuning

:Melee accuracy 288

:Ranged accuracy 327


Stabilizer'
Melee Without Fine-Tuning With Fine-Tuning
Thunder Maneuver 0 Accuracy 268 Accuracy 293
Thunder Maneuver 1 Accuracy 273 Accuracy 298
Thunder Maneuver 2 Accuracy 278 Accuracy 303
Thunder Maneuver 3 Accuracy 283 Accuracy 308
Stabilizer II
Melee Without Fine-Tuning With Fine-Tuning
Thunder Maneuver 0 Accuracy 273 Accuracy 298
Thunder Maneuver 1 Accuracy 278 Accuracy 303
Thunder Maneuver 2 Accuracy 283 Accuracy 308
Thunder Maneuver 3 Accuracy 288 Accuracy 313
Stabilizer I & II'
Melee Without Fine-Tuning With Fine-Tuning
Thunder Maneuver 0 Accuracy 278 Accuracy 303
Thunder Maneuver 1 Accuracy 288 Accuracy 313
Thunder Maneuver 2 Accuracy 298 Accuracy 323
Thunder Maneuver 3 Accuracy 308 Accuracy 333
Scope
Ranged Without Fine-Tuning With Fine-Tuning
Wind Maneuver 0 Ranged Accuracy 317 Ranged Accuracy 343
Wind Maneuver 1 Ranged Accuracy 332 Ranged Accuracy 359
Wind Maneuver 2 Ranged Accuracy 347 Ranged Accuracy 379
Wind Maneuver 3 Ranged Accuracy 362 Ranged Accuracy 392

  • Pantin Tobe +10
  • Pantin Tobe +1 +12
  • Melee skill merits +9 (-10% ACC taken due to being over 200 skill)
  • Ranged skill merits +9 (-10% R.ACCtaken due to being over 200 skill)


New Max totals with Fine-Tuning, Two Wind, and one Thunder, along with Pantin Tobe +1 and skill merits.:

ACC 334 R.ACC 388



Note: Target Marker and Attuner attachments both ignore part of the level correction formula used when determining accuracy and attack against the evasion and defense of enemies of a higher level than you (your automaton.)

Unfortunately, we don't know exactly how they affect the level correction formulas according to the number of corresponding maneuvers used. Therefore, I must wait to finish the calculations when more information becomes available.







Valoredge[edit]

Attack[edit]

Melee skill 269 :Melee attack 277


STR 78 :Attack 39


Total:

Melee Attack 316

Optimization :Melee attack 395


Tension Spring'
Melee Without Optimization With Optimization
Fire Maneuver 0 Attack 331 Attack 414
Fire Maneuver 1 Attack 347 Attack 434
Fire Maneuver 2 Attack 363 Attack 454
Fire Maneuver 3 Attack 379 Attack 474
Tension Spring II
Melee Without Fine-Tuning With Fine-Tuning
Fire Maneuver 0 Attack 347 Attack 434
Fire Maneuver 1 Attack 363 Attack 454
Fire Maneuver 2 Attack 379 Attack 474
Fire Maneuver 3 Attack 395 Attack 493


Tension Spring I & II'
Melee Without Optimization With Optimization
Fire Maneuver 0 Attack 363 Attack 454
Fire Maneuver 1 Attack 395 Attack 493
Fire Maneuver 2 Attack 426 Attack 533
Fire Maneuver 3 Attack 458 Attack 572

Melee skill merits +10



New Max totals with Optimization, and Three Fire Maneuvers along with skill merits:

ATT 582



Accuracy[edit]

Melee skill 269 :Melee accuracy 262


DEX 68 :Accuracy 34


Total:

Melee accuracy 296

Fine-Tuning :Melee accuracy 321


Stabilizer'
Melee Without Optimization With Optimization
Thunder Maneuver 0 Accuracy 301 Accuracy 326
Thunder Maneuver 1 Accuracy 306 Accuracy 331
Thunder Maneuver 2 Accuracy 311 Accuracy 336
Thunder Maneuver 3 Accuracy 316 Accuracy 341
Stabilizer II
Melee Without Fine-Tuning With Fine-Tuning
Thunder Maneuver 0 Accuracy 306 Accuracy 331
Thunder Maneuver 1 Accuracy 311 Accuracy 336
Thunder Maneuver 2 Accuracy 316 Accuracy 341
Thunder Maneuver 3 Accuracy 321 Accuracy 346
Stabilizer I & II'
Melee Without Optimization With Optimization
Thunder Maneuver 0 Accuracy 311 Accuracy 336
Thunder Maneuver 1 Accuracy 321 Accuracy 346
Thunder Maneuver 2 Accuracy 331 Accuracy 356
Thunder Maneuver 3 Accuracy 341 Accuracy 366

*Pantin Tobe +1 +12

  • Melee skill merits +9 (-10% ACC taken due to being over 200 skill)

New Max totals with Fine-Tuning, Three Thunder Maneuvers along with Pantin Tobe +1 and skill merits:

ACC 387


Note: Target Marker and Attuner attachments both ignore part of the level correction formula used when determining accuracy and attack against the evasion and

defense of enemies of a higher level than you (your automaton.)

Unfortunately, we don't know exactly how they affect the level correction formulas according to the number of corrosponding maneuvers used. Therefore, I must

wait to finish the calculations when more information becomes available.

This article uses material from the "Puppetmaster:_Numbers_Behind_The_Job_By_Auraeon" article on FFXIclopedia and is licensed under the CC-BY-SA License.