Pets!

Fosug

Dalayan Beginner
I've been trying to figure out if magician pets are weaker than they were on live or if I just remember it that way. Based on my observations up to level 20 as well as my dealings with high-level mages, it appears that yes, DPS is significantly less for mage pets (and possibly pets in general) as compared to live. Specifically, the pet swings just as often for just as much, but misses a great deal more.

I hunted through the forums for some explanation, but could find none. Any word on this design decision? Was there some form of compensation given to pet classes? I feel like a Wizard where my pet is no more than a familiar.
 
As a 39 mage on SoD and having played one to a bit higher on live, I do not see pets as being weaker. Perhaps, it is how you are using spells and such? Send in the pet, let him get agro (mob to 90%) heal pet or rain spell (depends on condition of pet) repeat till win. Simple, but got me through alot of soloing.
 
STR no longer affects to hit chance, it is now DEX.

Our buff lines for pets buff STR, not DEX.

Therefore, pets miss more.


Additionally, pets are limited in their number of attacks per round, giving weapons to pet in the 24 to 33 range no longer give them additional attacks of both DW and DA... they are limited to 2 attacks pet round. At 40, my necro pet still has not tripled or quaded that I have seen.

I cannot vouch for SoD, but on Live... the 20 to 33 mage pets are historically very weak.
 
The surest way to get us developers to never consider whatever it is you're saying is comparing us to Live. We've made so many tiny changes to every class and the way combat/resists/everything works that it's impossible to directly compare the balance of a class to Live. It's apples and oranges. For instance, take this quote.

STR no longer affects to hit chance, it is now DEX.

Our buff lines for pets buff STR, not DEX.

Therefore, pets miss more.

That's just a plain retarded thing to say. For one, I'll wager you don't know the hit rate of a given pet against a given evenly matched mob on Live, and I'm 99% sure you don't know it on here, yet you still deduce that because of that one tiny thing, pets hit less often here. It's downright idiotic.
 
At 40, my necro pet still has not tripled or quaded that I have seen.

At 45, my necro pet definately tripples - every swing - but has yet to quad. Turn pet misses on, to accurately guage how many attacks it's getting.
 
Statistics

Statistics matter a great deal more on Shards of Dalaya than they do on EQLive and will make a very significant impact on any character, not just their mana pools and Hit Point totals. They are not to be ignored. The statistics work as follows:

Strength: ATK, and thus your maximum damage. Also affects carrying capacity.

Dexterity: Hit chance.



Doesnt sound like an idiotic deduction to me.
 
No, because God knows that dexterity is the ONLY thing we factor in for hit rate. Sorry about that, I'll leave these things to experts like yourself from now on because I obviously have no clue about either SoD or what I wrote for the website myself.

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Now hang on, Z.

A, I give you guys mad props for the development of SoD at every opertunity. I count myself a very happy player of SoD.

B, I give you guys greater credit than I gave the SOE boys. In this, I have not felt the need to break out parsing programs to verify what affects what to exactly what degree and at what break points. I also do not feel that I am required to parse just to verify that the spell does, in fact, have an effect at all and is not a 300 mana placeblo. I feel that I can decently trust what you say to not be completely fraudulent, and that I can play to just have fun.

Now, on my post.

On any comparison between SoD and Live, it is very useful for any two people who wish to discuss an subject to have a common point of reference. Naturally, this common point of reference will be Live. Now, this system is not perfect, as Live varied a great deal over it's history, and we all quit at various points along the way, but it is close enough.

Now, the original poster has come to the conclusion that the pets might miss more than in Live. Obviously, they have verified the easily checkable stats of swing speed and damage for level. Yet, if the pet is not doign the same DPS as remembered, then there are two possible reasons... A, he remembers wrongly, or B, the pets miss more. This is the question he hopes to find answered.

Now, we, the players, are not given all of the facts and figures that go into converting this immersive experience of a game into its far more boring mathematical workings. In this case, I have naively chosen to fully trust the information you have supplied me on that website. We, the players, also do not have a comprehensive list of every change from Live. Does this list exist somehwere that I have not yet located? A player who has been here from the beginning may know them all, or may have forgotten some. Those of us whom have started far more recently have no way of determining this without resorting to the boards. Some things are the same, some things are different. The mobs are completely different, and the way the classes are balanced is completely different. That last is an important point.

At no point did anyone question if this was out of balance with the game, only that it was different from other experiences. I refer you to A above. I think the game is excellently balanced up to at least the portions that I have experienced. Any possible issues or questions I might have in that regard can be found in my questionairre reply, which I intent to keep updated as I experience more of the game.

Now, it does not take a rocket scientist to look at the game spam in combat and see a higher percentage of misses from pets than one might recall. It was freely acknowledged by yourself (I believe, I have not gone back to verify) during some of the necro conversations on the suggestions board that the necro pets miss more, and that this was intended. Granted, this discussion is about mage pets, but to my understanding, the major differences in mage pets over other pets is tanking ability, not DPS.

Given our knowledge that DEX affects hit rate, and that it is the only thing listed as affecting hit rate, we can surmise that DEX is the most important factor in the player controllable arsenal in affecting hit rate. Some things, like mob level, are not controllable by the player, per say, and pets still miss a great deal even against very green opponents.

In my post, I listed three things that might be why the original poster sees more missed than he recalls.

In the first, the pet buff line affected hit rate in Live, but is less likely to do so in SoD, as for reasons explained above.

In the second, one cannot gain additional attacks by giving pets weapons by enabling dual wield ahead of time. In SoD, pet attack number by round is pre set. While we are discussing it, is the number of attacks pre set, or merely a limit that relies on skill checks to achieve? My 39th pet double every attack that I have noticed. I do not recall when it began to double, at what level. Given a 2h weapon, it will always double attack, given two different damage type weapons, it will always dual weild them. Is this because it is set to 2 attacks, or is it because it is always passing its DW or DA skill check each round that I notice. It is rarely quadding or trippling when I do not notice?

The reason the second point could be considered more misses is that a player with pet misses turned off can assume that it is getting the attacks and missing, thus the reason they do not report. I attempt to be throughal.

The final reason I listed was that a face that most mages repress, that the level 20 pet until the level 34 pet suck very badly on Live. The pet's abilities lag severely behind the growing rate of mob ability before getting a massive boost with the 34th pet. This was endemic only to mage pets, beastlords and necros did not go through this phase, or at least not as badly. I quantified this with the comment that I could not speak for SoD, but in Live, this occured. It occurs again with the mage's low 50s pets for unknown reasons. The only reasoning for bringing this up is, once again, I do not have current access to all the changes from Live to SoD. I do not know if this issue carried over because i have no idea what coding was changed, or what coding caused the phenomenon. If the testing person picked up the 16th, 39th, and 63rd pets to check, then they likely would have missed the issue entirely if it had ported.

Now, you are absolutely correct. I do not know the exact hit rate of mage pets on exact level targets ranging from the mid 20s to the late 50s as all those logs were erased from my mind and HDD many years ago. I do not know the exact hit rate of anything in SoD, because I have not felt that it was required yet.

Now, on a slightly different topic, I am increasingly noticing a demand from the developers to players to support all comments with mathematical proof of developer level data... that class A does X damage over Y seconds with Z mana expendature. This is understandable, as it allows you to quickly judge the merit of the proposal and helps control the number of frivolous proposals. However, it is the trap that now plagues the mainstream developers as well as many of the indepenants. Once the playerbase has spent the months of research to reverse engineer all of the mathematical data down to the exact formulas and discovered all of the discrepencies, they feel quite justified in demanding changes... not requesting, demanding. They feel quite justified in demanding exactly what changes are to be made, demanding that these changes happen immeadiately, and become very angry if these demands are not met. No matter what you do, they are no longer just having fun.

This is also understandable. Once the players have the developer level data, they view themselves as quasi developers. You might disagree, but you're viewpoint no longer matters. Statements like, "We do what is best for the game." no longer have meaning. The players have the hard data in their hands... they now have the mathematical proof on exactly what is best for the game. The statement is just the same feelings and anecdotes that you have tried so hard to repress from the players. It is, in short, how Live became today's Live.

Now, you guys are not paid developers, you are unpaid volunteers with a love of the game who just happened to create the single best MMO availible out of the ashes of what had become a pile of crap. It is still amazing, and I still give you mad props for it. I just do not want to see the gradual downfall in that same, predictable manner again.
 
Mog, I think what Zodium was reacting to was this statement:

moghedancarns said:
STR no longer affects to hit chance, it is now DEX.

Our buff lines for pets buff STR, not DEX.

Therefore, pets miss more.

and his point was that comparing pets here to live is comparing apples to oranges. It's like saying Wizard X has his dex buffed higher than Warrior Y, therefore Warrior Y misses more.

The logical conclusion from your statement is that the pet buff line affects pet misses more on live than it does here, since it buffs Str which is used for hit rates on live but not here. But there's not enough information to compare pet miss rates here to live, with or without the buff.
 
Guiardo sort of covered the rest of it, but this stuck out.

Now, on a slightly different topic, I am increasingly noticing a demand from the developers to players to support all comments with mathematical proof of developer level data... that class A does X damage over Y seconds with Z mana expendature. This is understandable, as it allows you to quickly judge the merit of the proposal and helps control the number of frivolous proposals. However, it is the trap that now plagues the mainstream developers as well as many of the indepenants. Once the playerbase has spent the months of research to reverse engineer all of the mathematical data down to the exact formulas and discovered all of the discrepencies, they feel quite justified in demanding changes... not requesting, demanding. They feel quite justified in demanding exactly what changes are to be made, demanding that these changes happen immeadiately, and become very angry if these demands are not met. No matter what you do, they are no longer just having fun.

It's not a matter of demanding proof, it's that we don't have the manpower to go on a wild goose chase of data collection. If you want something changed and we disagree with your claims, you will have to provide us the data to support your claims.

Since we're not getting paid for this, we can freely tell anyone making any demands of us to go fuck themselves, and we exercise our right to do just that quite liberally, so you don't need to worry about us caving in to harmful player demands. :)
 
I'm not sure why the devs fight so hard to keep the numbers private--is there some simple pseudo-math we could see like "dex and str and phase of the moon and level and magic bonus all go into the chance for a mob to hit" or something?

Anyway, I was staying away from this thread and I probably still will because I hate to give away the farm, but you necros need to spend way, WAY more time on the mob end of the "my pet cant hit the mob" equation. Don't raise your pet's chance to hit, it doesn't work for shit--ESPECIALLY stat buffs to the pet, they're utterly useless. Stripping away the mob's defense is what the cool kids do, and I'm not just saying this because I'm an enchanter (though we have an easier time of it).

By way of explenation: my pet when raid buffed doesn't hit significantly hit more often than my pet when not raid buffed, against the same mobs, and when he's raid buffed he has a scooch more stats. However, when I grab a mob and do some unfriendly things to it, my pet rarely misses (say, 1/4 swings). Truly life is good.
 
I'm glad the thread stayed out of the flaming category....

I've done some preliminary hand parsing (reading and writing down what happens) of my pet's damage. I killed 3 kobolds in warrens which run between about levels 11-13. I plan to actually do some log parsing once I figure out where the dump goes, but as I said, this is preliminary. Each WATER pet soloed the mob WITHOUT burnout.

Level 12 pet: Level 16 pet: Level 20 pet:

184 damage 204 damage 196 damage
17 hits 11 hits 9 hits
13 misses 13 misses 9 misses
6 nukes 6 nukes 5 nukes

Of course, this test was performed only once, but the results are a little disappointing, showing that the pet misses about as often as he hits, he just hits and nukes harder. Also, he seems to nuke more often at higher levels.

These preliminary observations are not meant to be hypothesis, theories, facts, or even suppositions; they are just observations. As soon as I get my log parser up and running I will attempt to provide some better insight.
 
Thinkmeats said:
I'm not sure why the devs fight so hard to keep the numbers private--is there some simple pseudo-math we could see like "dex and str and phase of the moon and level and magic bonus all go into the chance for a mob to hit" or something?

To keep the game from turning into a number crunching math class.
 
zodium said:
Thinkmeats said:
I'm not sure why the devs fight so hard to keep the numbers private--is there some simple pseudo-math we could see like "dex and str and phase of the moon and level and magic bonus all go into the chance for a mob to hit" or something?

To keep the game from turning into a number crunching math class.

And once again those dern mathematicians ruin the fun for everybody else. One day I am going to get those math nerds.

/returns thread to the original discussion at hand.
 
What I'm saying, moghedancarns, is that you shouldn't think in terms of "what's different from Live" because there are too many changes to ever list in a lifetime. What you should be thinking in terms of is "what's in this game I'm playing here". It's not at all relevant what has changed from Live because you can never ever know the full scope of it - I don't know the full scope of it, Wiz doesn't know the full scope of it, or if he ever crammed it all into his head he's most certainly forgotten at least half or more by now. It's akin to asking what goes on in the world beyond what we can sense: an interesting thought experiment for five minutes, but ultimately completely meaningless, because you have no way of ever knowing.
 
zodium said:
It's akin to asking what goes on in the world beyond what we can sense: an interesting thought experiment for five minutes, but ultimately completely meaningless, because you have no way of ever knowing.

Which sense organ do you use to sense thought? So, are you denying you know you think?

(Is this off-topic? How could you sense that?)

:?
 
phlit said:
zodium said:
It's akin to asking what goes on in the world beyond what we can sense: an interesting thought experiment for five minutes, but ultimately completely meaningless, because you have no way of ever knowing.

Which sense organ do you use to sense thought? So, are you denying you know you think?

(Is this off-topic? How could you sense that?)

:?

Ho ho ho, pop philosopher ahoy!
nyd.gif


Unless you subscribe to dualism, in which case you may as well not argue anything because it's a baseless assumption, "thought" is simply your brain processing information received from your senses.

To elaborate, refer to Descartes' infamous "Cogito ergo sum" quote. You can know that you think (exist) simply by virtue of asking the question "Do I exist?", but you cannot know anything else since, conceivably, an evil deceiver could be sending false information to your senses.

Edit: Since the topic is meaningless anyway (given that noone can plausibly ever know what really has changed from Live, exactly. Moreover, we don't even know which point of time in Live we're talking about, further making the question senseless), I'll allow a derail this once for humor's sake.
 
I hope nobody minds me putting this somewhat back on topic...

Mage pets in SoD: Are they good for dishing out damage or are they used as tanks? I know each element does different things (earth is the low damage tanker, water/air are average, and fire is the squishy damage dealer), but how good are they at the damage part? Someone told me that the damage of pets was reduced for one reason or another, so now they're used mostly for tanking when the mage solos/duos. I have no proof about this and I don't even have any experience with mage pets yet--I'm just asking so I can know.
 
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