Niyariko (Aug/23/2008): The automation also gain 50% slow during overload state, wasn't mention in the article. There is a 36min, 3 part long video called "The mystery of Overload" made by a japanese at Nico Nico Douga which he done a lot of test on Overload, If anyone could translate that it would be great.
Heres the link (must need to sign up a free account to watch)
- I've seen the nico nico videos. They were reposted on youtube here: http://www.youtube.com/user/luckyganesha
- He confirmed a lot of my numbers for the threshold and whatnot. It looks like there are errors in relation to stats though. You'll see him quoting numbers like -31% and -8% for different maneuvers, which are impossible. I'm guessing he did not account for the +stats the puppet gets, from using maneuvers. I've explained the phenomenon he's experiencing in my thread here: http://ffxi.allakhazam.com/db/jobs.html?fjob=18;mid=1195067879211022569;page=1;howmany=50#m1208540278309262454
- There is only "good" and "bad" burden, nothing in between. The exception is dark maneuvers, which I've recently discovered have different values from the others.
- I'm unsure about the 50% slow, but the rest of the video is legit. I would trust the figure. --Nateypoo 01:51, 21 December 2008 (UTC)
No one seemed to mention that the automaton gains the negative effect of weight while overloaded. I'm assuming it might gain the effect of slow as well, although I can't confirm this. I'm not sure who made the Corsair's Bust comparison, but I further expanded on the similarities. -- Niquenaque
I removed the comparison entirely, as it didn't add anything to the article. The description is sufficient without a comparison. --Nateypoo 11:48, 15 November 2007 (UTC)
I'm currently doing a major study on overload. I updated the page with my findings, and posted a source link. http://ffxi.allakhazam.com/db/jobs.html?fjob=18;mid=1195067879211022569;num=11;page=1 --Nateypoo 11:48, 15 November 2007 (UTC)
In the 12/8/8 patch, the Buffoon's Collar was added which also has "Reduces "Overload" rate" effect. According to http://jkunfairy.blogspot.com/ the effects stack, though more testing is warranted.--Nobodyreal 10:10, 10 December 2008 (UTC)
- Buffoon's collar is exactly the same benefit as the AF gloves (increases the threshold by 5 burden, or 15 seconds worth). It's easily proven using activate overloads, and yes it does stack.
- Overloading past the threshold has a random chance of occurrence. You could easily overload after your third maneuver, or continue past the eighth. All his blog has proven is he doesn't understand how to apply the scientific method. Establishing a control case would have made it immediately evident that testing cannot be done in this manner.
- I could just as easily have used six maneuvers without overloading, then equipped the neck piece and overloaded after five. Could I then conclude the buffoon's collar made me overload more often? It should be clear there's a serious error in this logic. --Nateypoo 01:51, 21 December 2008 (UTC)
I'd like to note, as I haven't seen it elsewhere, the automaton can still skill up while under this effect. Immediately after overloading, i Deployed and got a ranged skill up (sharpshot head/frame). This does not confirm or deny any altering to the level of skill ups under the effect, but shows it is still possible to gain them ----~~
Has there been any testing about the day of the week and a corresponding increase/decrease in burden due to the affinity of the maneuver and the day? I tried looking on a few pages but couldnt see anything. Also, in using maneuvers who have opposing affinities in succession? Just curious --Stabby 15:39, January 23, 2010 (UTC)
The "limit" for burden on the page doesn't seem correct.
- "The threshold is passed after about 32~33 burden. This means you can apply two "good" maneuvers without overloading (15+15=30 burden)."
- This would imply if you started with zero burden and used two "bad maneuvers," an overload is possible (which, it isn't). The initial maneuver would generate 20 burden, followed by an interval of 10 seconds (3 ticks, so 3 units of burden will decay) and then another 20 burden. That results in (20+20-3=37).
- Even without the buffoon's collar, two bad maneuvers in succession (starting from 0 burden that is) usually doesn't cause an overload. I tried it out a few times just to make sure. Therefore, the threshold has to be at least 37 (without buffoon's collar) but probably higher. --Coronawolf 02:37, July 23, 2010 (UTC)
- I have reason to believe that when overloading is "avoided" the burden produced is halved, or at least reduced. I.e. You currently have 45 points of burden and choose to continue maneuvering. Rather than overload, you successfully maneuver. Instead of creating 20 points of burden, its possible that you only generate around 10, based on watching some of my timers and doing some tests and really rough calculations. This could be SE's way of preventing players into going two to three minutes deep into overload. The numbers I came up with are consistent with a threshold of anywhere between 37 and 40. I've yet to finish testing.