Post by Genesis on Apr 9, 2015 20:08:29 GMT -5
Thanks for the response Vinlar.
Regarding pets having AE damage, I wasn't thinking of anything game breaking. It's just that purely for the purposes of farming easier mobs, it's nice to have a little extra AE damage just to narrow the gap between Mages and Wizards. I think it might also help them to keep agro on multiple mobs.
As far as their single damage output goes, there's no great or perhaps even noticeable increase with the weapons. I don't know if pet melee damage is capped but I do know that on EZ they sped up pet attacks significantly to get around that, downside being that damage shields ate the pets very quickly. Eriviyn seems to have enabled higher pet damage, but I don't know how, the custom content there is way different to anything I have ever seen. Generally I think the easiest route to take is just to add some lure based proc and you can tune the proc damage to keep it in line with other classes.
I ran the Fennin Ro script to test the changes this morning and the pet was definitely much, much hardier. I'm using the Gates rank of weapons, and the pet did quite well. I had one agro sword and one healing sword on the pet, and the healing wasn't enough to keep him alive against Fennin himself without me healing, which is about on par I think. The agro is good if the pet is the first to engage the mobs but he is still unable to pull groups of mobs off me if I have agro. If I stand still with several mobs on me, and I tell the pet to attack one, I would expect the AOE agro proc to pull them all, but it doesn't seem to, it only seems to affect mobs already on his agro list.
I agree with the comparison between Mages and Wizards, that's how I would tune it, but for the time being my biggest concern is the mechanics with pets because they don't behave the same as they did on live. It's very hard to manage adds due to the pet mechanics, as they don't automatically attack what you tell them to if they are already engaged. That's kinda why I'm mostly concerned about their ability to pick up AOE agro because if I start getting beat on by several mobs and my pet refuses to leave the mob he's already on, I have no tools to deal with it. It's particularly painful with zones where mobs agro through walls as it's so easy to get agro and almost impossible to shed it. I would love to be able to run within melee range of my pet and have him pick up the adds with the AOE proc so I can move back out of range and start killing.
So far the improvements have been significant, I can run around relatively confident in the Elementals now, where I was just roadkill before. That's a huge thing, big thumbs up here. I managed to two box Time with Shaman/Mage, and I never thought I'd be able to do that. I'm going to try the Barindu trials later, getting excited!
Edit: Not that I'm anywhere near it, but are there plans to add another rank of weapons in Tacvi or Txevu? From what I hear, those zones are a big step up and once a melee class gets Tacvi weapons it ups their DPS considerably. Would it be reasonable to request that a nodrop clicky item drops there for pet classes to summon rank 5 weapons? I'm not sure how well the current ranked weapons are going to cope, there's a huge difference in difficulty between Barindu and Tacvi.
Edit #2: I did some more testing with pulling mobs onto myself just through proximity agro and then getting pet to attack, he only pulls agro on the one he attacks. The AOE proc doesn't seem to affect anything around him unless it's already attacking him. If I pull 10 mobs onto me, tell him to attack 1, give it 10-20 seconds and move away, 9 follow me.
Regarding pets having AE damage, I wasn't thinking of anything game breaking. It's just that purely for the purposes of farming easier mobs, it's nice to have a little extra AE damage just to narrow the gap between Mages and Wizards. I think it might also help them to keep agro on multiple mobs.
As far as their single damage output goes, there's no great or perhaps even noticeable increase with the weapons. I don't know if pet melee damage is capped but I do know that on EZ they sped up pet attacks significantly to get around that, downside being that damage shields ate the pets very quickly. Eriviyn seems to have enabled higher pet damage, but I don't know how, the custom content there is way different to anything I have ever seen. Generally I think the easiest route to take is just to add some lure based proc and you can tune the proc damage to keep it in line with other classes.
I ran the Fennin Ro script to test the changes this morning and the pet was definitely much, much hardier. I'm using the Gates rank of weapons, and the pet did quite well. I had one agro sword and one healing sword on the pet, and the healing wasn't enough to keep him alive against Fennin himself without me healing, which is about on par I think. The agro is good if the pet is the first to engage the mobs but he is still unable to pull groups of mobs off me if I have agro. If I stand still with several mobs on me, and I tell the pet to attack one, I would expect the AOE agro proc to pull them all, but it doesn't seem to, it only seems to affect mobs already on his agro list.
I agree with the comparison between Mages and Wizards, that's how I would tune it, but for the time being my biggest concern is the mechanics with pets because they don't behave the same as they did on live. It's very hard to manage adds due to the pet mechanics, as they don't automatically attack what you tell them to if they are already engaged. That's kinda why I'm mostly concerned about their ability to pick up AOE agro because if I start getting beat on by several mobs and my pet refuses to leave the mob he's already on, I have no tools to deal with it. It's particularly painful with zones where mobs agro through walls as it's so easy to get agro and almost impossible to shed it. I would love to be able to run within melee range of my pet and have him pick up the adds with the AOE proc so I can move back out of range and start killing.
So far the improvements have been significant, I can run around relatively confident in the Elementals now, where I was just roadkill before. That's a huge thing, big thumbs up here. I managed to two box Time with Shaman/Mage, and I never thought I'd be able to do that. I'm going to try the Barindu trials later, getting excited!
Edit: Not that I'm anywhere near it, but are there plans to add another rank of weapons in Tacvi or Txevu? From what I hear, those zones are a big step up and once a melee class gets Tacvi weapons it ups their DPS considerably. Would it be reasonable to request that a nodrop clicky item drops there for pet classes to summon rank 5 weapons? I'm not sure how well the current ranked weapons are going to cope, there's a huge difference in difficulty between Barindu and Tacvi.
Edit #2: I did some more testing with pulling mobs onto myself just through proximity agro and then getting pet to attack, he only pulls agro on the one he attacks. The AOE proc doesn't seem to affect anything around him unless it's already attacking him. If I pull 10 mobs onto me, tell him to attack 1, give it 10-20 seconds and move away, 9 follow me.