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[lua] Automaton Skill Rework#10050

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Xaver-DaRed merged 1 commit into
LandSandBoat:basefrom
Skold177:Automaton-WS-Refactor-2
May 18, 2026
Merged

[lua] Automaton Skill Rework#10050
Xaver-DaRed merged 1 commit into
LandSandBoat:basefrom
Skold177:Automaton-WS-Refactor-2

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@Skold177

@Skold177 Skold177 commented May 16, 2026

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I affirm:

  • I understand that if I do not agree to the following points by completing the checkboxes my PR will be ignored.
  • I understand I should leave resolving conversations to the LandSandBoat team so that reviewers won't miss what was said.
  • I have read and understood the Contributing Guide and the Code of Conduct.
  • I have tested my code and the things my code has changed since the last commit in the PR and will test after any later commits.

What does this pull request do?

Converts Automaton skills to use the mobskill framework instead and retires the automatonweaponskills.lua passthrough.
The old passthrough was checking for many things automatons do not use (such as assassin and formless strikes) while also borrowing functions from magic and combining them with functions from weaponskills in order to access the functionality it needed.

After the mobskill rework from Umeboshi, the mobskill framework is much better suited for automaton skills, and has everything they need without having to borrow functions from other parts of the code base.

A list of everything done in specifics :

  • Refactored all of the main Automaton weaponskills into the mobskill framework. Magic Mortar and Cannibal Blade got proper reworks and now function as they should.

Used formulas directly from Square-Enix for all abilities :
https://www.bluegartr.com/threads/112776-Dev-Tracker-Findings-Posts-(NO-DISCUSSION)/page33

  • Adjusted(nerfed) base automaton ranged attack. Damage was significantly higher on LSB than on retail before changing this. Now produces extremely close numbers to retail at both high and low skill levels.

Example :
image
image

Used information from this post : https://www.bluegartr.com/threads/114636-Monster-Avatar-Pet-damage?p=5613135&viewfull=1#post5613135

  • Added a check for the Repeater attachment, which should now properly generate an extra shot based off of DOUBLE_SHOT_RATE. Thanks @UmeboshiXI For checking the shadow behavior on this.

  • Reworked Barrage Turbine to function properly. Now has a cooldown of 180 seconds and works as player barrage, where missing a projectile will cause the rest of the shots to terminate. https://ffxiclopedia.fandom.com/wiki/Barrage. Wind Burden is now calculated per Wind Maneuver, and not when this activates. Left a TODO to investigate how TP return works for Barrage Turbine.

  • Updated Flame Holder to its current retail implementation, where Fire Maneuvers are not consumed on weaponskill execution and its effect was increased from 25% / 50% / 75% to 100% / 175% / 250% - This is a significant buff to Flame Holder and will result in some crazy numbers that are really only suitable for the ilvl era.

  • Added a Flame Holder module that retains its old functionality and weaponskill damage increase, this module works seamlessly with the new refactor. It's located inside of the SoA / Lua modules. If you operate a 75 era server I recommend turning this module on.
    https://wiki.ffo.jp/html/11183.html

  • Fixed a bug in mobRangedMove where the baseDamage params would not get carried over and default back to mob:getWeaponDamage() (was nil)

  • Added xi.automaton.getRangedBaseDamage to support Truesights. Returns ranged damage with its percent bonus applied.

Steps to test these changes

Change job to Puppetmaster, give yourself an animator.
!addallattachments
Cap your puppet skills, melee & ranged. (I believe these are skills 22 and 23)
Equip Valoredge Frame
Test Chimera Ripper, String Clipper, Cannibal Blade, Bone Crusher, String Shredder by cycling through Fire/Lightning/Dark/Light maneuvers.
Equip Spiritreaver Flame
Test Slapstick, Knockout and Magic Mortar by cycling through Lightning, Wind & Light Maneuvers.
Equip Sharpshot Frame
Equip Repeater, Barrage Turbine
Test Arcuballista, Daze, Armor Piercer and Armor Shatterer by cycling through Fire, Lightning, Dark & Wind Maneuvers

Finally, Equip Flame Holder, use Fire Maneuvers, see Arcuballista do more damage with each Fire Maneuver stacked.

Of note :

Automatons definitely have a significant level correction penalty - A follow up PR will come soon to enable it.

@Skold177 Skold177 force-pushed the Automaton-WS-Refactor-2 branch from b3045cd to 51dbd05 Compare May 16, 2026 07:12
@Skold177 Skold177 marked this pull request as draft May 16, 2026 07:42
@Skold177 Skold177 force-pushed the Automaton-WS-Refactor-2 branch from 51dbd05 to 0d615af Compare May 16, 2026 07:44
@Skold177 Skold177 marked this pull request as ready for review May 16, 2026 07:49
@Skold177 Skold177 force-pushed the Automaton-WS-Refactor-2 branch 5 times, most recently from 331b95d to 8a83765 Compare May 16, 2026 20:02
Retires Automaton weaponskill passthrough
Refactors all automaton skills through mobskills
@Skold177 Skold177 force-pushed the Automaton-WS-Refactor-2 branch from 8a83765 to 2700e15 Compare May 16, 2026 20:16
@Xaver-DaRed Xaver-DaRed enabled auto-merge May 18, 2026 01:49
@Xaver-DaRed Xaver-DaRed merged commit 88f2705 into LandSandBoat:base May 18, 2026
18 of 19 checks passed
@Skold177 Skold177 deleted the Automaton-WS-Refactor-2 branch June 12, 2026 04:25
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2 participants