Yes I noticed, I was extremely surprised.
And i LOVE that there is a price to pay
This was from a number of years ago, and I was never certain if it was tied to the target's MaxHP or Level or what...
but the Sudden Lunge/Extirpating Salvo HP Loss % varies by one of these factors.
If the attack misses, there's no HP loss.
Yes I noticed, I was extremely surprised.
And i LOVE that there is a price to pay
This was from a number of years ago, and I was never certain if it was tied to the target's MaxHP or Level or what...
but the Sudden Lunge/Extirpating Salvo HP Loss % varies by one of these factors.
If the attack misses, there's no HP loss.
This is soooo cool.
On 134-136 worms in KRT, the loss was 6 or 7% most of the times, only once it lost 8%, i guess the worm was lv 136.
Now i need to find me a Lv105 Woodworker on Asura haha
Ninja edit: I've noticed that once you summon it, it has the "butt" lit and then i dont know when or how it 'turned off", and stayed off until it died or disappeared.
Does it mean anything?
Ninja edit: I've noticed that once you summon it, it has the "butt" lit and then i dont know when or how it 'turned off", and stayed off until it died or disappeared.
Does it mean anything?
Testing with Whirl Claws (compared to Choke Breath) has been much quicker and the wider
range of values really helped clarify the Pet:PDL+ values from Prime Axe Aftermath.
What food to use for Primal Rend?
We do low men runs of DynaD and i take care of the Icons.
My nyame is nowhere near to where id like it to be, but i can mostly shot the icons at around 1500 tp.
So i thought that maybe with Mattk or Macc food i could improve the dmg of Primal Rend?
Oden/Rolanberry is my go to for ele/hybrid spam. macc comes in handy on later waves. there's no good MAB food that also has acc or pet stats (or in general, really)
The Aftermath Pet:PDL+ has no effect on the two ranged Ready moves: Needleshot and Leaf Dagger.
Related to the lack of efficacy on Ranged Ready moves:
Tried to be cheeky and use /PUP Automaton with the BST Prime Axe Aftermath.
The AM3 properly applied an extra 10% damage to the Automaton's melee hits, but the Ranged Attacks and 3k Armor Piercers were unaffected.
Are you going to bug report that? It's not the biggest deal but it would definitely be gross if that's how the PUP prime functions too. Even worst if it was buggy spaghetti
Are you going to bug report that? It's not the biggest deal but it would definitely be gross if that's how the PUP prime functions too. Even worst if it was buggy spaghetti
Good thinkin'. Between the incorrect Pet pDIF in Level Correction zones and the Pet PDL not working as expected, it's entirely possible that this is an oversight.
It'd be great to locate a MNK/PUP with Varga Purnikawa to verify also.
As a simple illustration of the impact of Pet:Level+ gear on Magic Evasion, here are some tests that were conducted against the Shadow Lord HTMB on Difficult mode.
Per the reported findings in Martel's post here, the max potential resist state is impacted by the elemental resistance value. I couldn't find any pets with a neutral elemental resist state for the Darkness element, but we have examples of a Darkness Susceptible pet to start with:
The sample sizes are admittedly small, but my aim was a general potency examination and not a precise measurement of how much Magic Evasion pets gain per level.
The rabbit families are susceptible to Darkness damage (negative Darkness resist stat) so regardless of how much Pet:M.Eva+ or Pet:INT+ we stack it cannot experience a 1/4 or 1/8th resist state.
Next up - the Slime (Clot) SultryPatrice with a positive Darkness Resist stat:
It's a similar story in the sense that it approximately floors the Shadow Lord's Magic Accuracy around level 122, but it's peppered with 1/4 and 1/8th resists.
And though a work in progress, I wanted to see how much Pet:M.Eva/INT might be required to ballpark floor this fight's Implosion damage with a level 119 Rabbit. I have the base test, plus a test with Familiar active (Pet:INT+60) and a test with Familiar plus two pieces of Taeon gear (Pet:M.Eva+50).
And though a work in progress, I wanted to see how much Pet:M.Eva/INT might be required to ballpark floor this fight's Implosion damage with a level 119 Rabbit. I have the base test, plus a test with Familiar active (Pet:INT+60) and a test with Familiar plus two pieces of Taeon gear (Pet:M.Eva+50).
Pet: Magic Evasion+ augment stat on Helios/Telchine is broken and lowers Avatar's MEVA instead of increasing it. I wonder if it's also the case for Familiars with Taeon pieces.
Master Levels seem to have a great impact on their MEVA too. A Summoner's Avatar with capped JPs and ML50 will constantly resist Lilith dark based melee hits in VD while one with the exact same equipment, capped JPs but 0 ML will get destroyed.
Pet: Magic Evasion+ augment stat on Helios/Telchine is broken and lowers Avatar's MEVA instead of increasing it. I wonder if it's also the case for Familiars with Taeon pieces.
You've sparked my curiosity! That's in reference to this test?
Hmmm. It definitely does look like a bug, that's bizarre.
Now that you've shown me Ouryu is a potential test subject, I want to see if this can be replicated for Jug Pets. Thanks.
If memory serves it was just that pets were nigh invincible due to pet DT having a higher cap and atmas giving a good chunk of DT, wasnt really broken since you killed at a snails pace in return
If memory serves it was just that pets were nigh invincible due to pet DT having a higher cap and atmas giving a good chunk of DT, wasnt really broken since you killed at a snails pace in return
Unkillable pets is a pretty nice perk. I used to kill Sedna with my wife on 2x BST. Goey Gerard get in there, I'm going to go make some snacks!
When you can kill something you can't normally kill otherwise with a person or 2 it's pretty enjoyable. They are also doing an ok job of increasing pet damage with +Levels, Crit adjustment, and ML contribution to Accs and Evasions. Nothing worse than playing a pet job and the pet it worthless outside of an occasional buff or debuff.
My first prime is Greatsword but my 2nd might be Polearm just because of how tough the portable buff machine/emergency turkey dinner will become.
Hmmm. I honestly hadn't considered pet level+ to be all that significant, at least for DRG. But the meva info was rather enlightening.
Could have pet level+... 6 on DRG, with Gae Buide, Namis neck, sortie earring, and dreki ring. 125 wyvern. Hmmm. I'm kinda interested in seeing how tough it would be. And this gear wouldn't be horrible to TP in either.
On another note, I've been assuming for some time that pet level+ added macc for the pet. But have there been any attempts to test/quantify that on the BST side?
I've played drastically more pup than bst, but trying to give all the pet jobs some love! I noticed in the gear sets there doesn't seem to be a dual TP set like pup has with their pet. Is this because bst pet melee dmg is that negligible since you're spamming ready every 15-20 secs?
Also, is that the best way to play bst say in a party setting - 1 charge ready move on cooldown, or better to use some 2-3 charge moves so the master isn't stuck in JA-lock as often?
Pet: Magic Evasion+ augment stat on Helios/Telchine is broken and lowers Avatar's MEVA instead of increasing it. I wonder if it's also the case for Familiars with Taeon pieces.
You've sparked my curiosity! That's in reference to this test?
Hmmm. It definitely does look like a bug, that's bizarre.
A'ight, here's what I got from the Ouryu fight to try and emulate this scenario for BST Pets with Taeon Armor set.
Fought Ouryu (D) a bunch of times at various Item Levels, without any Pet:Magic Evasion gear equipped.
Pet Magic Evasion for FluffyBredo was pretty much floored at level 109 and approximately capped around level 118.
Similar to the Shadow Lord data, the quantity of samples isn't very high so everything is just a rough estimation.
After observing this overall spread, I wanted to pick a Pet level somewhere in the middle to see if the augmented Taeon Armor would swing the Magic Evasion obviously one way or the other. Level 113 seemed like a safe bet, so I tried the fight with all 5 pieces of Taeon Armor (Pet: Magic Evasion+119):
(Faizzeer +1 Mainhand)
It essentially capped Pet:Magic Evasion - perhaps this isolates the issue Papesse had noted to being an Avatar/Helios/Telchine bug. Unfortunate, but good to know - let's get that fixed please.
And to wrap up, as a point of curiosity, what kind of effect does the level 109 FluffyBredo see versus Ouryu (D) earth damage with the Taeon set equipped:
(Camaraderie Axe Mainhand)
It's in the ballpark of the iLvl 116 dataset, I'd say. Familiar and augmented Hesperiidae would probably bridge the gap to having capped Pet Magic Evasion in this scenario.
I've played drastically more pup than bst, but trying to give all the pet jobs some love! I noticed in the gear sets there doesn't seem to be a dual TP set like pup has with their pet. Is this because bst pet melee dmg is that negligible since you're spamming ready every 15-20 secs?
Also, is that the best way to play bst say in a party setting - 1 charge ready move on cooldown, or better to use some 2-3 charge moves so the master isn't stuck in JA-lock as often?
Pretty much, you can make a decent hybrid, but as a pet doesnt require TP to use a ready move it's not as important as it is for puppets when compared to just focusing on the masters tp gain.
Party play varies, once you are in a mid-high buff scenerio the pets damage tends to drop off vs you just building TP and spamming WS, this shifts the ready moves to mainly self buffs or debuffs, otherwise its usually best to just use ready moves as a sc bridge for yourself, or possibly another player
Would it be safe to assume that Macc is also improved with pet lvl+? To be honest, I assumed it did, but testing is rather challenging from my understanding. Clearly /checkparam shows data on acc,racc,eva,def,att,ratt. This testing shows meva improving on lvl+, so unless I am missing something, macc would be a safe bet likely to improve along the same parameters of acc/racc? Making it likely more potent than some other options?
Would it be safe to assume that Macc is also improved with pet lvl+?
It's been assumed.
Just like it's been assumed for Run Wild.
For Tandem Strike instead it's mentioned in the description itself, but we don't know the exact details of how Tandem Strike is applied to master and pet and how often it's checked and how long it lasts once applied (I assume it works somehow with the ~3secs tics?)
Despite it being mentioned or just assumed, I don't think any detailed test has ever been performed to demonstrate it, alas.
If I'm wrong I'd love to see some tests linked here, thanks in advance!
Edit:
I seem to recall some macc tests from +x pet level were performed for PUP's automaton.
Which further leads us to believe the same happens for BST pets, but then again it's no 100% guarantee.