So regarding the Wave 3 NMs. Once max HP wears off and it's HP drops, it actually counts toward mask progress which is a relief.
I did have to 1 HR to land it, and I used a Pangu/SU4 Offhand during this to boost macc as high as possible.
You do not have to wait for the effect to wear off. As soon as you use the Ooze the rank bar instantly goes up by the appropriate percentage - you get instant credit for that 10% hp reduction.
Oh thanks. Not sure if I didn't notice it or if it was just lag/latency on my end.
Pretty psyched that BST can do this. I try telling groups that seem to struggle with clears but it hasn't caught on yet :)
So regarding the Wave 3 NMs. Once max HP wears off and it's HP drops, it actually counts toward mask progress which is a relief.
I did have to 1 HR to land it, and I used a Pangu/SU4 Offhand during this to boost macc as high as possible.
You do not have to wait for the effect to wear off. As soon as you use the Ooze the rank bar instantly goes up by the appropriate percentage - you get instant credit for that 10% hp reduction.
Oh thanks. Not sure if I didn't notice it or if it was just lag/latency on my end.
Pretty psyched that BST can do this. I try telling groups that seem to struggle with clears but it hasn't caught on yet :)
BST is seriously one of the most amazing jobs to bring to Dyna-D. And it's not hard to fit in. You can either put beastmaster in a physical DD party, a magical DD party, or put it in the tank party. Running a tank pt of- tank tank WHM BST SMN GEO is about the safest and easiest way to clear.
Beastmaster is quite good for Odyssey segment farm (or NMs) but particularly segments. Coordinate with your tank and bard to put ATK/DEF down on mobs and it's a noticeable increase in damage/decrease in incoming damage. Dancer doesn't have the ability to tag an entire pack with defense down when each mob dies in two weapon skills, and it doesn't take as much from our melee dps to apply. I did about 2/3 the top dps in the run and I had JA lockout from Fight command since my QA-based TP sets have lower accuracy so I engaged with pet on everything for the accuracy bonus. We replace GEO in this event, I think, for melee strats.
Iron giant NMs in Ambuscade this month are subject to Purulent Ooze, which I found to my surprise as I wiped our group lol.
One would have a difficult time even considering going pet aug as you can only have one piece. Even before considering sinking ~2 months into the augment of said piece after.
Begs the question, how much better would that piece have to be to put it even in the realm of thinking about it over the other options.
I wasn't around for the ASA AMK ACP choice, This is much bigger in scope than those were.
One would have a difficult time even considering going pet aug as you can only have one piece. Even before considering sinking 2+ months into the augment of said piece after.
Begs the question, how much better would that piece have to be to put it even in the realm of thinking about it over the other options.
I wasn't around for the ASA AMK ACP choice, This is much bigger in scope than those were.
I already told you BSTs and PUPs will still consider D and you was thinking Im crazy :P
Eh, I dunno. My outlook on this is thus: I have various other sources of gear I own that allow me to achieve effects in regards to WSD, TP gain, and MBB. Sure, this option might be strictly superior in any one of those choices, but the pet damage piece is effectively unique. So I'm going to go for the piece that gives me something I can't get anywhere else.
The only hang up there would be how my other jobs feel about the piece, but even then, BST first.
I mean I could see the appeal of 5% more pet damage for 2 jobs if you REALLY play them. Like actually exclusively. A strictly pup/bst account with zero aspirations of using anything else. I feel like that person may not have a great time getting RP though.
But at the cost of 9WSD for all 22 jobs.
Unless you had 10wsd DM augs for all 22... (or an AF/relic piece) and even then the base stats+9% is probably better than herc/ody/valor w/ 10%
I mean I could see the appeal of 5% more pet damage for 2 jobs if you REALLY play them. Like actually exclusively. A strictly pup/bst account with zero aspirations of using anything else. I feel like that person may not have a great time getting RP though.
But at the cost of 9WSD for all 22 jobs.
Unless you had 10wsd DM augs for all 22... (or an AF/relic piece) and even then the base stats+9% is probably better than herc/ody/valor w/ 10%
I think you really dont understand some people prioritize jobs like Shamgi. ITs also not that white and black like you suggest. Someone can have MNK BST PUP DRK for example and those legs with path B still have almost no use for any of those jobs beside maybe storetp legs for Liberator, but thats assuming you have Liberator and not focusing on Caldbolg for example, because than Sakpata is better. Path B wsd being poor stat vs multi attack for h2h WSs and DRK having 10%wsd on relic and Ratri and having Sakpata beating every other option at attack cap. Its not for BST account only. You can have combo of jobs that doesnt really care about path A or B because its not bis for them or its bis by so small margin that its not better for them than 5% pet damage and bis pet macc.
EDIT: I kidna ignored that path B are kinda amazing for BST magic WSs and really good for Mistral/Calamity, but then its personal decision what you prefer on BST and if you even use thoses WSs. Its also possible that if you prioritize BST, you already have some good WSD augment for legs.
If said person came to the conclusion that it wasn't worth doing another option for another job, they're unlikely to come to the conclusion that capping the aug is worth doing in general.
Still waiting for a falkirk or a xilkk to weigh in.
If said person came to the conclusion that it wasn't worth doing another option for another job, they're unlikely to come to the conclusion that capping the aug is worth doing in general.
but why? :) I can understand your argument if some person really playing 22 jobs, but if you play several jobs that doesnt really benefit that much from other paths or benefit a lot but you are not interested in playing melee WHM, then why not path D?
It's just the logic of the scenario. 5% pet damage is nothing when it has to be weighed against something else.
Even if it were pet damage 100% it'd be a tough sell.
Then if you can get past that part, it's a use case problem. How often are you doing pet only, and/or a time where 5% more pet damage matters. extremely niche. On it's own yeah, absolutely, until you have to measure it against other stuff.
It's just the logic of the scenario. 5% pet damage is nothing when it has to be weighed against something else.
Even if it were pet damage 100% it'd be a tough sell.
Then if you can get past that part, it's a use case problem. How often are you doing pet only, and/or a time where 5% more pet damage matters. extremely niche.
Its extremely niche vs extremely niche or useless if you play several jobs that wont really need A or B. So its pretty even. Also if that would be 100% pet damage I would take that without even thinking and I play like 15 jobs. It would be completely broken for SMN and PUP and potentially also for BST.
That path d feels like an insult. Honestly just Odyssey overall has not been the designed with pets in mind. They aren't getting 6k segments like other jobs. So it will take them twice the time to augment. The restrictions in goal punish pet parties since there's just 3 of them. Yet Smn BP nerf still in effect, when you cant bring more then 1.
Thats the most illogical and self limiting sentence I have read this week at least.
BST being pet job IS NOT LIMITED to only party with other pet jobs to farm segments or kill NMs lol...
You can farm 6k segments on BST too, just play a DD role and give glorious -33def/att debuff. Its not SE thats limiting or insulting you. You are doing it to yourself..
That path d feels like an insult. Honestly just Odyssey overall has not been the designed with pets in mind. They aren't getting 6k segments like other jobs. So it will take them twice the time to augment. The restrictions in goal punish pet parties since there's just 3 of them. Yet Smn BP nerf still in effect, when you cant bring more then 1.
Thats the most illogical and self limiting sentence I have read this week at least.
BST being pet job IS NOT LIMITED to only party with other pet jobs to farm segments or kill NMs lol...
You can farm 6k segments on BST too, just play a DD role and give glorious -33def/att debuff. Its not SE thats limiting or insulting you. You are doing it to yourself..
I get his point though that pet strats are not really viable on at least the segment farm part of Odyssey. Melee beast with the slug is good for the segment farm portion for sure. And you can use pets on some of the bosses (I haven't tried on higher difficulties) but the nerf to SMN in the content feels very unnecessary. BST you can bring and it works very well since geomancy is nerfed but even then there's the itemization problem with no subjob and no good master melee or pet DD shields for us. That should have been addressed long ago.
S-E doesn't know how to balance around pets, has become quite clear. Even these new augments assume pet is at capped attack to make path D good since they have no pet attack, only accuracy! And pet attributes, for beast where S-E still hasn't given our Ready moves true stat scaling, is rather absurd.
Personally I'm going path A. TP set for BST and DRG. Even 10% pet damage is not enough, and S-E clearly wants beastmasters to focus on master dps at this point unfortunately.
It's not all doom and gloom- Path B should close the gap between Aymur with Mistral Axe and Doli with Decimation a bit, yeah, sticking with Malignance as TP gear? Or will mix-and-match with Gleti's and that PDL still be better for Mistral Axe?
Deals physical damage. Critical hit rate varies with TP.
DMG x 11
Dust Cloud
1
Deals Earth damage to enemies within a fan-shaped area originating from pet. Additional effect: Blindness (Accuracy-50 for 45sec). Damage varies with TP.
(Level+2) x 9
Whirl Claws
1
Deals area damage within range of pet. Area of effect varies with TP (15'-17' Radius).
DMG x 9
Wild Carrot
2
Restores HP of all party members within area of effect (10' Radius). HP restored varies with TP.
-
Level
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
Accuracy
79
82
85
89
92
96
99
102
106
109
113
116
119
123
126
Attack
87
90
93
96
100
103
107
110
114
127
131
134
137
140
144
Evasion
73
75
78
82
85
88
91
94
97
101
104
106
110
113
116
Defense
110
112
115
121
124
127
132
135
138
144
147
149
155
158
161
Melee Min.
140
144
152
156
160
168
172
180
184
188
192
196
204
208
212
Melee Max.
147
151
159
163
168
176
180
189
193
197
201
205
214
218
222
DMG:
35
36
38
39
40
42
43
45
46
47
48
49
51
52
53
Dust Cloud:
N/A
N/A
225
234
243
252
261
270
279
288
297
306
315
324
333
Sheep Familiar
Ready Move
Charge Cost
Description
Damage Type
Base Damage Multiplier
Lamb Chop
1
Deals physical damage. Damage varies with TP.
DMG x 11
Rage
2
Enhances pet's attacks but weakens its defense, as well as master's if in area of effect. Duration varies with TP. (Attack+60%, Defense-60%, 6~9 min)
-
Sheep Charge
1
Deals physical damage. Damage varies with TP.
DMG x 11
Sheep Song
2
Puts all enemies within range of pet to sleep (45 sec). Area of effect varies with TP (15'-17' Radius).
-
Level
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
Accuracy
78
81
84
88
91
94
98
101
104
108
111
114
118
121
124
Attack
88
91
95
98
102
105
109
112
116
129
133
136
139
143
146
Evasion
73
75
78
82
85
88
91
94
97
101
104
106
110
113
116
Defense
110
112
115
121
124
127
132
135
138
144
147
149
155
158
161
Melee Min.
144
148
152
160
164
172
176
180
188
192
196
200
208
212
216
Melee Max.
151
155
159
168
172
180
184
189
197
201
205
210
218
222
226
DMG:
36
37
38
40
41
43
44
45
47
48
49
50
52
53
54
Crab Familiar
&
Courier Carrie
Ready Move
Charge Cost
Description
Damage Type
Base Damage Multiplier
Bubble Shower
1
Deals Water damage to enemies within area of effect (15' Radius). Additional effect: STR down (STR-9 for 3min, decays). Area of effect varies with TP.
(Level+2) x 9
Bubble Curtain
3
Enhances pet's magic defense as well as master's if in area of effect. (MDT-50% effect) Duration of effect varies with TP.
-
Big Scissors
1
Deals physical damage. Critical hit rate varies with TP.
DMG x 11
Scissor Guard
2
Enhances pet's defense as well as master's if in area of effect. (DEF+100%) Duration of effect varies with TP (1min ~ 3min).
-
Metallic Body
1
Gives the effect of "Stoneskin," as well as master if in area of effect. Duration of effect varies with TP.
-
Level
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
Accuracy
76
79
82
85
89
92
95
99
102
105
109
112
115
118
122
125
128
132
135
138
Attack
86
89
92
96
99
103
106
110
113
117
120
123
127
130
133
137
140
143
147
150
Evasion
69
71
74
77
80
84
86
89
92
95
99
101
104
107
111
114
116
120
123
126
Defense
122
124
129
133
138
142
146
149
155
170
176
178
182
187
191
196
199
202
208
211
Melee Min.
140
144
148
156
160
168
172
176
180
188
192
196
200
204
212
216
220
224
236
240
Melee Max.
147
151
155
163
168
176
180
184
189
197
201
205
210
214
222
226
231
235
247
252
DMG:
35
36
37
39
40
42
43
44
45
47
48
49
50
51
53
54
55
56
59
60
Bubble Shower:
N/A
N/A
225
234
243
252
261
270
279
288
297
306
315
324
333
342
351
360
369
378
Tiger Familiar
Ready Move
Charge Cost
Description
Damage Type
Base Damage Multiplier
Roar
2
Paralyzes all enemies withing range of pet (10' Radius). Duration varies with TP (1min15sec ~ 2min).
-
Razor Fang
1
Deals physical damage. Damage varies with TP.
DMG x 11
Claw Cyclone
1
Deals physical damage to enemies within a fan-shaped area originating from pet. Damage varies with TP.
DMG x 9
Crossthrash
2
Deals physical damage to enemies in a fan-shaped area in front of the pet. Additional effect: Dispel.
DMG x 16
Predatory Glare
2
Stuns enemies within a fan-shaped area originating from pet
(20' distance, Gaze).
-
Level
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
Accuracy
96
99
102
106
109
113
116
119
123
126
130
133
136
140
143
Attack
104
108
111
114
128
131
134
138
141
145
148
152
155
159
162
Evasion
88
91
94
97
101
104
106
110
113
116
120
122
125
129
132
Defense
127
132
135
138
144
147
149
155
158
161
167
169
172
178
181
Melee Min.
168
176
180
184
188
196
200
204
208
212
220
224
228
236
240
Melee Max.
176
184
189
193
197
205
210
214
218
222
231
235
239
247
252
DMG:
42
44
45
46
47
49
50
51
52
53
55
56
57
59
60
Funguar Familiar
Ready Move
Charge Cost
Description
Damage Type
Base Damage Multiplier
Frogkick
1
Delivers an attack that ignores target's defense. Amount ignored varies with TP.
DMG x 7
Spore
1
Paralyzes an enemy. Duration of effect varies with TP (4min40sec ~ 9min).
-
Queasy-
shroom
2
Deals Dark damage. Additional effect: Poison. (31 dmg/tic) Duration of effect varies with TP (4min40sec ~ 9min).
DMG x 13
Numb-
shroom
2
Deals Dark damage. Additional effect: Paralysis. Duration of effect varies with TP (3min35sec ~ 7min20sec).
DMG x 13
Shake-
shroom
2
Deals Dark damage. Additional effect: Disease. Duration of effect varies with TP (13min40sec ~ 35min30sec).
DMG x 13
Silence
Gas
3
Deals Dark damage to enemies within a fan-shaped area originating from pet. Additional effect: Silence. Duration of effect varies with TP (30sec ~ 2min).
(Level+2) x 17
Dark
Spore
3
Deals Dark damage to enemies within a fan-shaped area originating from pet. Additional effect: Blindness. (ACC-30) Duration of effect varies with TP (3min10sec ~ 8min5sec).
iLvl 120:
w/MAB+66 & Run Wild: 4572
w/MAB+91: 4572
So Pet:MAB+34 at level 120 (That's +2 more MAB compared to level 119). The rest of the Level-by-Level breakdown is here.
In addition to receiving more Pet:MAB via Gleti's Boots (and more Pet:INT for those Magical Ready moves with a dINT component), the base damage formula is impacted by Pet Level.
While I can't specifically endorse Nyame Mail and Nyame Flanchard augment Path D, maybe we can understand a bit more about what this Pet:DMG+10% could mean for those who are interested.
A combination of all our possible Pet:Level+ and Pet:DMG+ gear from Sheol Gaol should give our pets the physical damage capabilities of being Level 145.
Physical Ready damage will be improved by ~17% total.
If anyone finishes these augments, it would be super swell if they could double-check that they get the 764~802 melee damage range. Thanks. c:
Yo guys! Been getting very invested in learning beast master. I’m going through the forums to try and pick up as much knowledge as I can, but still had a few questions I’d love if someone could set me straight on.
On playing bst in groups should I think about it like playing a normal DD where I have my pet as an extra source of damage/enfeebles/buffs?
What REMA should I be looking at as an endgame goal. If the empy or mythic what WS should be my go too dps in burn situations where physical would beat out the magical ws that go with those weapons, after AM 3 is up of course.
What ring do I want from SoA? The pet ring looks great but if what I’ve been reading here is true most of the damage is master right? So would the right choice be the ring to boost Primal Rend?
What pet does everyone find themselves using in group content a bunch? I see how the slug is great for a debuffer and the red cat is a great way to get close to max attack, but wanted to get a consensus.
Thanks for any feedback!
As far as REMAs go, Aymur is far and away the best. Relic I keep looking at but has it's own issues, Empy we mostly lack the gear to make the AM worth it, and Aeonic's WS is fairly bad.
Really though, a big sort of issue is that in terms of pure master DPS, Doli is top dog, and it doesn't interact with the pet at all. Though again, the new Ody gear does a lot to help out Aymur. Good luck getting it augmented though.
When you're in a party, 90% of the time you're a debuffer who also provides a decent amount of melee damage. We're one of the strongest debuffers in the game outside of GEO, and GEO gets nerfed really hard in some conent, which makes us more valuable. Your per provides the debuffs, you provide the damage.
In burn situations where you can use 1HRs, you're also capable of stacking a pretty extensive amount of self buffs on yourself. Using Unleash and several of the pets can result in you having 80% bonus attack, 50% bonus defense, 25 MDB, 25 counter, a chance to guard as a non-monk, all at once.
SoA ring I personally use the light damage ring, but my W3 group also focuses on magic damage, so it's of good benefit to me. The pet ring is nice, but I've mostly found myself no longer needing it too much.
I use the slug for the 10% HP down and DEF down, or the bird for the 25%/-25 MDB. Other pets are useful based in situation, so I try and keep access to all of them.
Now that we have level 120 Pets... instead of testing every Ready move to figure out the average damage dealt, efforts have been refocused on determining the core fTP anchors.
With these values we can get the Ready damage range for any level or any Pet:DMG rating.
So, for example, capped attack Razor Fang at 3000 TP
with level 119 BlackbeardRandy and
max Ready Damage+ Job Points:
So we'll see a range of 20217~21227 damage
for this Ready move.
Some of the values are quite high compared to what we're accustomed to seeing with player WS fTP values,
but it's likely to compensate for the lack of WSC on Pet Ready Moves.
Something interesting to note is the multihits will all do pretty dang close to the same dmg if all their hits +1 DA connect at 3k tp.
Looking back on this, they all seem to hover around ~40 fTP when multi-hit procs come into play. Neat!
BST Ranged Ready Move fTP Anchors
(BST Pet Ranged pDIF caps at 3.0).
Ready Move
1000 TP
2000 TP
3000 TP
Leaf Dagger
11
22.5
26
Needle Shot
11
22.5
26
Tests have shown that the Pet:Melee DMG+ from Agwu's Axe has no effect on these two attacks,
and it's yet to be seen if Nyame Armor's augments will increase Ranged DMG.
The only way to figure out a pet's Ranged DMG stat is from using one of these attacks, so it
wasn't possible to completely map out the Item Level values. But we got most of'em:
How does Purulent Ooze interact with monsters that change behavior at certain percentages?
Like, let's say you have a mob with 1M HP and uses a specific move at 50%. If you keep Purulent Ooze on, will it use the move at 500k or 450k HP remaining?