There's probably more, that's all I could think of in the spur of the moment.
Utter lack of damage: every single mage pet leaves warder in the dust (inluding the ones from SoF)
Add aggro machine: On encounters where adds pop, or when pullers drop a batch of pulls on group/raid, due to retarded NPC AI and the enormous melee box of the pets, they often become the first target to be one-rounded. After which, the mobs proceed to beat on the pet owner. I have managed to get on rampage, get chain summoned or simply got one rounded far too many times due to this.
Utter lack of ability to take damage: "Hmmm, I coulda swore I had a pet a second ago, wonder $#@ happened. And he even had fortify companion on him. Sigh" Warders are outtanked by every single entity in the game, save for non-mage pets, on which they're generally on par with. In current content, an add very often manages to one round my pet, leaving me with less damage output, and an inability to snare runners. I don't want the warder to be able to tank, but this constantly getting one rounded BS is getting old.
Rebuffing the pet, especially on raids is a chore. Buffers refuse to buff pets in general, and unlike the mage counterparts, warders actually need those buffs to stay alive a split second longer.
Pet targeting spells/abilities. Grrrr, I honestly have no idea why a spell that could only be used on one possible target has to constantly change your target (pet heal, promised heal, pet block lines, growl, emphatic fury). That's almost as retarded as having all self buffs/clickies and discs target yourself every time.
Relocate Companion. While it is a decent idea in concept (for mages anyways), it is very poorly implemented for beastlords. Constantly having to damage the mob from the front in order to reposition the pet on every single trash mob that enrages (during a raid clear) is not only annoying, but causes considerable dps loss due to mob avoidance abilities.
Taste of Blood. Is this the dev's idea of a practical joke? I don't get it. Other than the fact that it very rarely goes off, its effects are negligable as well. And we keep getting just as useless upgrades to it every expansion.
Suspend minion. While having backup pets loaded with snare haste and other procs is a good idea, but when the second pet is a fully raid buffed pet at the end of the night, I'm forced to lose him upon camping out. Suspend minion should alternate between the 2 pets.
WT@ is this basilisk?!? GIMME MY GATOR BACK! Or at least give it a model that looks remotely decent / dangerous.
Iksar warders. I'm so glad I didn't start an iksar. Is that freezing crap ever gonna get fixed?
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Lillpiggy wrote:
There's probably more, that's all I could think of in the spur of the moment.
Utter lack of damage <--- Not true. There is insufficient pet damage, in your opinion. With parses of both the beastlord & pet and then a mage & pet (with comparable level, AA, and gear), you can make an argument for fact. And I'm not being nitpicky here. The devs just do not respond to generalized exaggerations. All they see is, "I want more!" without some kind of data.
Add aggro machine: On encounters where adds pop, or when pullers drop a batch of pulls on group/raid, due to retarded NPC AI and the enormous melee box of the pets, they often become the first target to be one-rounded. After which, the mobs proceed to beat on the pet owner. I have managed to get on rampage, get chain summoned or simply got one rounded far too many times due to this.
Utter lack of ability to take damage: <--- Not true. Your pet can take damage. It depends on the content, AAs, focus, gear, buffs, and mob debuffs. There have been widespread reports on the relative weakness of BST pets in comparison to their capabilities in SoF. I have yet to see some comparison parses, though.
Rebuffing the pet, especially on raids is a chore. Buffers refuse to buff pets in general, and unlike the mage counterparts, warders actually need those buffs to stay alive a split second longer.
Pet targeting spells/abilities. Grrrr, I honestly have no idea why a spell that could only be used on one possible target has to constantly change your target (pet heal, promised heal, pet block lines, growl, emphatic fury). That's almost as retarded as having all self buffs/clickies and discs target yourself every time.
Relocate Companion. While it is a decent idea in concept (for mages anyways), it is very poorly implemented for beastlords. Constantly having to damage the mob from the front in order to reposition the pet on every single trash mob that enrages (during a raid clear) is not only annoying, but causes considerable dps loss due to mob avoidance abilities.
Taste of Blood. Is this the dev's idea of a practical joke? I don't get it. Other than the fact that it very rarely goes off, its effects are negligable as well. And we keep getting just as useless upgrades to it every expansion. <-- Full description of the effect, costs, intent, and actual effects required for any action.
Suspend minion. While having backup pets loaded with snare haste and other procs is a good idea, but when the second pet is a fully raid buffed pet at the end of the night, I'm forced to lose him upon camping out. Suspend minion should alternate between the 2 pets.
WT@ is this basilisk?!? GIMME MY GATOR BACK! Or at least give it a model that looks remotely decent / dangerous.
Iksar warders. I'm so glad I didn't start an iksar. Is that freezing crap ever gonna get fixed?
Lastly, although I don't play a beastlord, I have a pretty strong insight into what the devs like to see in a "request" thread. Take the time to /testcopy and parse some stuff out in the Arena. Post all your variables with your results and hopefully others will follow suit. The more people to parse and post, the stronger your case for any assertions.
Taste of blood increases the pet's dps by maybe 1 for 30 seconds after it gets a kill shot. I believe it now costs 12 aa's per rank as well. The best part is the buff counts as a detrimental spell and can be cured by RC.
Maybe I'm getting old but it seemed like I had better control of my warder with the old commands. I am just not happy with the way pet hold is working now. I do NOT like the toggle commands.
Warder aa are very heavy cost for, from what I can tell, very little benefit.
I don't expect my pet to last more than one round on a mob and so I play with that in mind. I, too, wish for a bit more survivability but I could live with the way things are if they got a bit more inate dps.
Strange rez bug where if you make a pet before you take rez (in the same zone) suspend him, unsuspend him after the rez then you actually have two pets now so you end up logging with the fully buffed one going poof and the next day you have the pet with just the four buffs on him. (Does that make any sense? hehe)
Minimind are you goint to address all the points on the list or just pick on the easy targets? You also say you havent seen parses etc, sorry but then you havent looked in the right place. There have been parses to back-up in the communitys opinion the issue. Try the 1000 post thread for example, its in there buried deep in the drivel, and its on the beastlords forums. For the DPS, even the Mage correspondent suggested the warder parses are 200dps less than they should be.
Utter lack of damage: <- See above
Add aggro machine: <- I have yet to see what you are descibing, if pet is on hold how exactly are you getting on rampage? warders do not get wtfpwned on trash mobs if you use rune and your tanks dont suck. If you are on rampage, you are not standing in the right place at the right time.
Utter lack of ability to take damage: (one rounding) <- Warders, rogues, zerks etc all get "one rounded" on raid mob enrage, so do mage pets, and anyone but MT that doesnt have the bugged AA. Apart from when i dont pay atttention and I dont have bulwark on warder it very very rarely gets one rounded.
Rebuffing the pet, especially on raids is a chore. <- Yes this is a PITA, and contributes to the "one rounding" effect, if the warder is not buffed then it will die more often. Like shaman, we should have in addition to the single casts, an single buff for haste/proc/rune etc.
Pet targeting spells/abilities. <- Yes I find this annoying too, it has been mentioned to devs a few times before.
Relocate Companion. <- Its a useless AA, dont buy it and dont use warder on trash, or back it off at 30.
Taste of Blood. <- Agree it is totaly useless, should be deleted.
Suspend minion. <- Swap warder. Yes this would be nice ability, has beren asked for in the past.
WT@ is this basilisk?!? GIMME MY GATOR BACK! Or at least give it a model that looks remotely decent / dangerous. <- Gators were too long and caused issues, some complaied, it got changed.
Iksar warders. I'm so glad I didn't start an iksar. Is that freezing crap ever gonna get fixed? <- Nope
For the DPS, even the Mage correspondent suggested the warder parses are 200dps less than they should be.
When even mage correspondent agrees, you know the situation is bad. In my mind warders should be close to outparsing mage pets on raids, considering they generally have 1-2 buffs on them the mage pets don't: Lynx and Arcane Ariette. Even bumping our warders by 200 dps, while better than nothing, won't even close half of the gap between the pets (unless you're talkin about 200 dps unbuffed boost, which'll never happen, since that'd double our pet's dps). You'd have to go back 2-3 expansions (years) to find a mage pet that parses so poorly. I wonder what the zerker community would say if they'd be parsing as much as rogues did 3 years ago. I'm sure they'd describe it as "insufficient".
minimind wrote:
With parses of both the beastlord & pet and then a mage & pet (with comparable level, AA, and gear), you can make an argument for fact. And I'm not being nitpicky here. The devs just do not respond to generalized exaggerations. All they see is, "I want more!" without some kind of data.
There's been tons of parses done in the past. While the best serverwide beastlords (Inphared for one) say they are able to do 7k as an average burst (with glyphs and all seein his AA count), most real dps classes (mages included) would shutter at the thought of doin so poorly. Heck, necros can sustain 7k for 10 mins on depending on the encounter. Rangers are bursting for over 10k, and so can monks. Rogues (and I assume zerkers?) can easily surpass 10k, nearly doubling our burst. As for sustained damage, since we have no way to burn our manabar (Summer's Mist style), unless the fight is around 10 minutes or so, you will not see the beastlord's "true potential". Since this is a pet thread though and not a beastlord + warder thread, i'm not even gonna bother goin into the huge difference in resistances between ranger and beastlord dots for instance. Just wanted to point out that we're pretty much bottom of the dps barrel when it comes to dps.
There are a few problems with arena parses. Firstly, they're offensive parses only. Sencond, procs don't land on dummies. Third, pets get auto-backed off after 10 mins of attacking. And of course, I don't have a mage I can use as a control, nor do I have the desire to level one up and max all his pet AAs for this purpose. I see the parses in the only place they count, in actual in game scenarios, and have posted them more than once.
Ivor_themad wrote:
Add aggro machine: <- I have yet to see what you are descibing, if pet is on hold how exactly are you getting on rampage? warders do not get wtfpwned on trash mobs if you use rune and your tanks dont suck. If you are on rampage, you are not standing in the right place at the right time.
This happens when the pet is still engaged when pulls are inc, ie chain pulling, and it essentially mimics the effects of the infamous "last in zone" bug, except on the warder. While you can expect tanks to pick off 2-3 targets but when we have 6+ mobs on inc it can get a bit rough on them. And runes don't mean much when those 6+ mobs inc pick the warder as their first target.
It also happens on encounters where mobs pop out of the blue part way through (while pet's still engaged with another mob). Three brothers in FC was a prime example of this, but more current content near equivalent would be the ikaav adds, or the goat that spawns as AMV dies (which I pretty often end up rampage tanking) from Overlord Muram event in Discord Tower. Or say, the Sacrifice event in the Tower, when all the adds spawn, the ukun that spawns pretty much farthest away from the raid decides to summon me as soon as he pops, which has happened to me more than once.
Being on rampage has nothing to do with where I stand, it has all to do with the mob noticing pet activity before any pc activity (seen mages get smacked down due to this as well, so it's not a beaslord specific issue).
To sum it up, soft aggro = pet aggro if pet is engaged at the time.
Ivor_themad wrote:
Utter lack of ability to take damage: (one rounding) <- Warders, rogues, zerks etc all get "one rounded" on raid mob enrage, so do mage pets, and anyone but MT that doesnt have the bugged AA. Apart from when i dont pay atttention and I dont have bulwark on warder it very very rarely gets one rounded.
This has nothing to do with enrage, as my pet has monk aura 95% of the time. It has to do with the warder's lack of ability to take damage. Whether it be AE rampage or one or more of the adds pickin off the pet. There have been parses for this, and iirc the conclusion was that SoF mage fire pets outtank our warders. I have said this before, but back when we were raiding mansion, I would purposefully watch mage pets on some of the encounters for which I left my warder suspended (Sixton for one, and the sceptres from the same event). It's not even that they didn't even get damaged by the nasty AE rampages, but not even their prism skin was knocked off most of the time.
Ivor_themad wrote:
Relocate Companion. <- Its a useless AA, dont buy it and dont use warder on trash, or back it off at 30.
While that's a workaround, it's not really a legit solution to the issue. I mean, I could just back my pet off, and stop using swarm pets on AMV when I estimate the goat is about to spawn, or back the pet when I see a big pull inc to the raid, but I shouldn't have to.
minimind wrote:
Taste of Blood. Is this the dev's idea of a practical joke? I don't get it. Other than the fact that it very rarely goes off, its effects are negligable as well. And we keep getting just as useless upgrades to it every expansion. <-- Full description of the effect, costs, intent, and actual effects required for any action.
Taste of Blood gives your pet a chance to enter a blood frenzy when it gets credit for a successful kill. Blood frenzy increases your pet's damage and chance to frenzy upon a successful triple attack.
Slot 1: 75% Chance to proc Spell Blood Frenzy on a killshot on a "significant NPC"
Blood Frenzy at rank 4 does (8 ticks):
Slot 1: Flurry Chance (60) Slot 2: Increase All Skills Minimum Damage Modifier by 48%
Actual observable effect? Negligible. Frequency of occurance? Maybe 1 in 10-15 when I'm soloing (goin by dps ratios between me and warder), all the way up to I would say 1 in 300'ish while raiding (ie once a night, if you're lucky).
While I have no idea what devs actually intended with this spell, it's mechanics are similar to that of Killing Spree, with the exception that killing spree is actually useful.
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Ivor_themad wrote:
Minimind are you goint to address all the points on the list or just pick on the easy targets? You also say you havent seen parses etc, sorry but then you havent looked in the right place. There have been parses to back-up in the communitys opinion the issue. Try the 1000 post thread for example, its in there buried deep in the drivel, and its on the beastlords forums. For the DPS, even the Mage correspondent suggested the warder parses are 200dps less than they should be.
Why address the points that don't need addressing? I just may agree with them. I may have no idea what the person is talking about. I prefer only talking about what I know. My assertion from the beginning was that it's best to show data with complaints and to leave out hyperbole. I was staying on topic.
Parses hidden in drivel do no good. Re-post them. If you're asking for a change, make the change as easy as possible for the person who actually has to do the behind-the-scenes work (as it is often *much* more than players understand).
Message edited by minimind on 05/29/2009 08:16:11.
... I may have no idea what the person is talking about. I prefer only talking about what I know. My assertion from the beginning was that it's best to show data with complaints and to leave out hyperbole. I was staying on topic.
Parses hidden in drivel do no good. Re-post them. If you're asking for a change, make the change as easy as possible for the person who actually has to do the behind-the-scenes work (as it is often *much* more than players understand).
Fair enough, and definately respect for tryin to stick to parts you think you know. I posted my some parse links, while you replied, and they are kinda burried in threads, so will bring them up front. It does feel kinda wrong quoting myself though. Remember, these parses are slightly dated, iirc they're from crystallos / mansion era using weapons from there. I can probably post more recent ones if I feel like wasting some time reformatting gamparse output to fit the limited buffer available for html code, we'll see.
I thought we established that nameds in SoD were nothing more than harder hitting trash (ie: lack of scripts). So named in FoS is roughly equivalent to trash in rathe theme, and rathe nameds are similar to kuaa trash. Do you happen to have any parses for the warder tanking mobs by chance? I would love to see them, as my warder would need a dedicated healer to keep him alive on even FoS trash mobs. Without a real healer, they're little more than speedbumps for most of SoD content (other than the weak animals maybe).
As you can see below, there are a few places where the pet was taking 2k+ dps for over a 10-15 seconds, which is well beyond the beastlord's ability to heal, even with spamming (nevermind the ideal just toss a promised renewal on him every now and then). Pet had gallantry rk. II, pet haste+ac buff as well as the stun proc, which actually landed on the mob and considerably reduced the damage taken (ie all the larger gaps between the blue lines).
It's difficult to parse stun because there are no high HP mobs that are not stun/magic immune. So most mobs will die within 15min or less of the pet beating on them(less with mage).
If I can find one, it would be preferable to trying to do it against a FoS trash mob.
Here is what I've posted before, but my mage is only 81, and does not have SoD earth pet.
To get avoidance, you merely add hits/misses/parries/blocks/dodges/ripostes/magic, thats your total. Then you add all but hits. Now divide all but hits by total. RNG can make a parse vary though.
79 SS earth pet with comp agility 3, burnout VIII, iceflame tenement
898,785damage in 50:01 299.50dps 1226 max 454.39 avg 260 min/310 min punch 1978 hits 1194 misses 624 blocks 292 dodges 448 magic 328 parries 308 ripostes
77 SS water pet with comp agility 3, burnout VIII, iceflame tenement
959,501damage in 50:02 319.62dps 1277 max 496.12 avg 260/310 min punch 1934 hits 1189 misses 633 blocks 233 dodges 517 magic 281 parries 311 ripostes
78 SS fire pet with comp agility 3, burnout VIII, iceflame tenement
1,024,275dmg in 50:01 341.31 dps 1277 max 500.38 avg 260/310 min punch 2047 hits 1173 misses 603 blocks 259 dodges 392 magic 305 parries 297 ripostes
76 SS air pet with comp agility 3, burnout VIII, iceflame tenement
935,142damage in 50:01 311.61dps 1277 max 481.04 avg 260/310 min punch 1944 hits 1155 misses 637 blocks 284 dodges 515 magic 289 parries 312 ripostes
83 SS Hoshkar with comp agility 3, sturdy companion 3, flurry 20, crit 23, vaxztn rk 2, unrivaled rapidity rk 2, pet armor
1,231,445damage in 50:05 409.80dps 1277 max 478.60avg 260/310 min punch 2573 hits 1358 misses 362 blocks 285 dodges 280 magic 270 ripostes
81 Enc pet, speed of erradien rk 2, pet armor, dead in 14minutes.
465,677damage in 13:55 557.70dps 1277 max 713.13 avg 260/310 min punch 653 hits 292 misses 189 blocks 68 dodges 97 parries 90 ripostes
I play an iksar beastlord and I have been bugging the Warder Freezing issue for many many years now. If it can't be fixed I would just prefer a new pet, I don't care if it's a fluffy bunny at this point as long as it doesn't freeze.
Hey guys, been a while since i even looked at EQ (took a several month break after the frustration of SoD, plus a few other things)
There's /testcopy, which you can use to crunch the numbers by having your character dropped on the test server, and going to the Arena and summoning a parse bot (at least, i think you still can?) and just spend days having the warder's offensive capabilities parsed.
I built a few Parses in beta, and posted my conclusions afterward, but they were like spitting into the breeze.
I now only play EQ for fun, if i want to do something, i'll do it, otherwise i'll log off and do something else. No more 2nd job for me~
Nodyin being gone, and Prathun still being there, we're kinda up a creek as for getting anything fixed so... just have fun with the game, and do what you can. (i know, it's a bash on the current dev team, but history has proven that beastlords are an afterthought at best)
Pets are alright, mine is able to OT valdeholm with just promised rejuvination with minimal defensive AAs and no fortify (EM1 though from solteris gloves) DPS is kinda sad, but my 83 EM 1 warder with most SoF pet AAs done (maybe more) was able to out DPS a 71 'Zerker w/400~AA & 1.5 epic over the course of a night in valdeholm, so it's not abysmal, just lower than what it should be for the focuses we have for it.
I play an iksar beastlord and I have been bugging the Warder Freezing issue for many many years now. If it can't be fixed I would just prefer a new pet, I don't care if it's a fluffy bunny at this point as long as it doesn't freeze.
The Iksar pet will never be fixed because it is actually a fix for a bug the devs introduced whilst fixing another bug.
In other words the devs want the iksar pet to freeze on procs so it is very doubtful they will give us a new pet either... not that I want one, I made my iksar beastlord when I saw one in fungus grove and her pet was as big as a house. It looked impressive, now it just looks like a sad little rat with epilepsy.
As for parses, don't bother they are discounted at every oportunity by the devs. If you want class improvements make a mage.
I agree with Tabar the beastlord is fun for me again now that I don't raid.
After spending some time parsing today, here are up to date (ie after supposed warder damage taking ability fix patch) results.
The parses were taken in Korafax on even con ferans, 2-4 mobs for each case (depending on how fast they died). The pet needed my cleric bot and 2 clr mercs to keep him alive (and it was still pretty close many times, although he never hit enrage).
Pet was buffed with gallantry rk. II, and pet haste/ac buff (ghetto focus and SV too, but they're irrelevant for this parse). No stunning procs as it would skew the defensive parse (since I'm not really concerned about pet's ability to tank, but surviving possible adds and such). All my pet AAs are max'd and I'm using EM8 focus. Warder had no mage toys or armor.
My relevant buffs were: Gallantry Rk. II, Prismatic Ward and Spikecoat. All my defensive and otherwise survival AAs, as well as mod2s, are max'd, and had 4642 AC at the time of parse.
As an afterthought, I decided to add some strike through calculations to my parses, so see how much effect they have in general.
Tanking summary for: Me - vs - A bloodthirsty feran (unslowed) --- Total damage: 2959925 in 1903s @ 1579 dps --- Avg hit: 2264 --- Max hit: 4487 --- Swings: 3455 --- Defended: 1447 (41.9%) --- Hit: 1307 (37.8%) --- Missed: 701 (20.3%) --- Accuracy: 65.1% --- Dodged: 346 (14.7%) --- Parried: 0 (0%) --- Blocked: 808 (23.4%) --- Riposted: 293 (11.1%) --- Absorbed: 0 (0%) --- Strike throughs: 243 (18.1% of the blocks/ripostes) --- NPC damage attributed to Strike through: 358148 @ 188 dps (11.9% of NPC's dps)
Tanking summary for: Me - vs - A bloodthirsty feran (slowed) --- Total damage: 3098407 in 2345s @ 1330 dps --- Avg hit: 2271 --- Max hit: 4487 --- Swings: 3567 --- Defended: 1519 (42.6%) --- Hit: 1364 (38.2%) --- Missed: 684 (19.2%) --- Accuracy: 66.6% --- Dodged: 366 (15.2%) --- Parried: 0 (0%) --- Blocked: 820 (23%) --- Riposted: 333 (12.1%) --- Absorbed: 0 (0%) --- Strike throughs: 279 (19.5% of the blocks/ripostes) --- NPC damage attributed to Strike through: 421983 @ 180 dps (13.5% of NPC's dps)
Effectiveness of partial slow: ~15.8%
After looking at the hits graph, some interesting trends came to my attention.
For one, since most of the hit numbers match between me and the warder, it appears warder has max shielding in effect. It can be seen from parse result, but much more obvious from the graph that the warder mitigates much much better than me, ie the mitigation AAs and/or AC softcap return have much more benefit for him than me. Or maybe this is the result of a brute force pet damage taking ability boost (aka patch). The huge problem appears to be on his skillcaps (defense, dodge and block). 85% accuracy vs miss seems ridiculously high, as does the 71.1% hit ratio after all his defensive abilities are considered.
Now, considering raid targets. Even if we don't boost their accuracy based on their levels and the fact that they're raid targets, when lookin at the 10k hitter adds, and essentially doubling the damage output from above parse (assuming only one add). At 4k dps with 80%+ accuracy, we're lookin at a dead warder in short order.
As for the strike through calculations, which essentially equate to 10%+ NPC dps boost against beastlord tanks, it really makes me wonder. Since we're effected by this the most of all melees, due to our reliance on blocks and such and lack of mitigation... But that's a topic for another discussion some other time.
It also looks like still nothing has been done to add parry ability for our warder (the other pets all parry) and if I remember right block skill of the other pets are ~8%.
Core of Fire, EM1 focus, comp durability 3, ele durability 3, pet flurry 13, pet crit 13, ele agility and comp agility 3, Burnout VIII, Iceflame Tenement.
Spirit of Hoshkar, EM1 focus, max pet AA. buffs used: Vaxztn rk 2, Unrivaled Rapidity rk 2, pet armor given.
698,211dmg in 30:01 387.68dps 1248 max 466.72 avg 263/317 min(bash/punch) 1496 hits (53.8% accuracy vs miss + defense, including absorbed hits) 882 misses (71.6% accuracy vs miss) 247 blocks 167 dodges 177 prism skin 0 parries 139 ripostes
3108 total attempts
Core of Fire, EM1 focus, comp durability 3, ele durability 3, pet flurry 13, pet crit 13, ele agility and comp agility 3, Burnout VIII, Iceflame Tenement.
574,955dmg in 30:01 319.24dps 1358 max 512.89 avg 263/317 min(bash/punch) 1121 hits (45.4% accuracy vs miss + defense, including absorbed hits) 811 misses (74.1% accuracy vs miss) 373 blocks 180 dodges 299 prism skin 171 parries 176 ripostes
3131 total hits
I would be pretty interested in seein the hit graph, mostly to check if mage pet mitigation is as artificially skewed as the warder seems to be. Ie: if the warder parses I got were the result of generic pet mitigation or a warder survivability hotfix.
As long as both pets had EM1, the results should be more or less valid (at least as a base comparison, not necessarily figures you'd expect to see in real situations).
540 x 317 22 x 372 30 x 426 33 x 481 34 x 536 42 x 591 43 x 646 38 x 700 42 x 755 35 x 810 41 x 865 32 x 920 24 x 974 26 x 1029 18 x 1084 20 x 1139 8 x 1194 6 x 1248 10 x 1303 3 x 1358
This was yalp's graph of the fire pet, which doesn't have a paste function, though i could have screenshot it.
Thx, so it definately seems like that curve is how pets mitigate damage with the AAs, and is not warder specific. Good info.
That parse shows that even SoF fire pets have much superior defensive skills ( (71.6% - 53.8%) / 71.6% = 24.9% of hits defended for the warder, while (74.1% - 45.4%) / 74.1% = 38.7% of hits defended for the fire pet). And on top of that, they also proc'd almost 2x the prism skins to absorb the hits that did get through. Sad state of affairs.
Defender
Joined: Mar 14, 2005
Messages: 1330 Offline
I don't have a Beastlord, but this is an issue that every pet class can get behind. It seems that the AA Companion's Durability, doesn't give the actual HP bonus it's supposed to. It only gives the CAPACITY for increased HP, without giving the actual HP.
In other words, with Companion's Durability fully maxed (which my Enchanter has), all my pets are being summoned at 91% health. Presumably, this is because with maxed Companion's Durability, my pet is being summoned with the POTENTIAL for 111% of his normal HP (and the Devs probably effect their purpose by causing our pets to be summoned with some sort of gear on), but is only being SUMMONED at 100% health.
This might not be a problem for your Warder, since he'll be at full health in a few seconds. But what about those summoned pets that require a target and are engaged the instant they're created, such as your "Raging Servant" type pet (which I don't know the name of), or my Doppelgangers or Phantasmal Opponent? Mine are being summoned now at 91% health, and since they're in combat the instant they're summoned, they don't have time to recover the discrepency.
RIPOFF! RIPOFF! I want the pet summoned at full health. I bought the AAs, and I want them to do what the description says they'll do.