View Full Version : BST test server info
Insaniac
08-29-2011, 10:48 PM
Run wild
Recast - 15 minutes
Duration - 5 minutes (pet depops at the end of the 5 minutes)
Effect - Potent regen effect and possible att/def boost.
GorefangHobs - I forgot to write down the ready charges needed but I think I remember them correctly
Roar - 1 charge - AoE para
Razor fang - 1 charge - single target damage
Claw cyclone - 2 charges - cone damage
GooeyGerard
Corrosive Ooze - 3 charges - AoE Water Damage, Attack Down, and Defense Down
Purulent Ooze - 2 charges - Conal Water Damage, Bio, and Max HP Down
Discuss
Halbert
08-29-2011, 11:02 PM
Glad to know that it lasts just as long as an unmerited Call Beast timer. That's very encouraging. Hope to find that there is also some defense in there as well, but I'll settle for a nice attack boost.
Tiger seems great, needing only 1 charge for paralyze. Not to mention some piercing dmg Ready attacks.
Insaniac
08-29-2011, 11:13 PM
Some anecdotal info from my testing:
Both Razor fang and claw cyclone did about 650 damage in abyssea - mis on raptors with RR GH and Apoc atmas. With run wild up they did 750-800. Unfortunately the roar charge cost is the one I'm the least sure of. It could have been 2 or 3. =(
Both of the Slugs TP moves did around 200-300 damage. Didn't try them with run wild up.
SpankWustler
08-29-2011, 11:19 PM
Run Wild sounds like pretty much what I expected. A difference large enough to eyeball in FFXI is a pretty big difference.
I'd love to know if the slug's TP moves are affected by Run Wild, since the ability's effect on magic damage might give some hint about whether it's just attack and defense or if it's something more.
Insaniac
08-29-2011, 11:23 PM
Run Wild sounds like pretty much what I expected. A difference large enough to eyeball in FFXI is a pretty big difference.
I'd love to know if the slug's TP moves are affected by Run Wild, since the ability's effect on magic damage might give some hint about whether it's just attack and defense or if it's something more.
Yeah I was kinda rushing through most of the tests and didn't feel like waiting out the 15 minute timer =/
darkhorror
08-29-2011, 11:29 PM
Those slug tp moves sound kickass, mind doing some testing on them. Get your self TP vs a different mob then open up with the HP down/bio move. Then don't attack any more till it wears off. So you can see how much it reduces the mobs HP by. aka how much damage it will do if done at the start of a fight.
Then a test on the def/attack down effect would be great.
Also another major question is does the slug absorb water damage, take massivly less water damage? Also does it get regen in rainy weather?
Insaniac
08-29-2011, 11:33 PM
I can test that first set of questions for you but I'll leave the other 2 up to someone else. I'm not a BST I was just running wild in test mode kekekekekeke
Insaniac
08-30-2011, 12:08 AM
Purulent ooze seems to work exactly like the normal monster version. 10% hp down and about a 10/tick bio. Run Wild didn't seem to affect the damage much but it's so low it's kind of hard to tell.
Gerard does not absorb water but is very very resistant. Regen during rain I did not test.
Also I double checked the charge cost for roar and I was wrong ; ; It's 2 charges. Sorry to get your hopes up.
Mavrick
08-30-2011, 01:38 AM
Purulent ooze seems to work exactly like the normal monster version. 10% hp down and about a 10/tick bio. Run Wild didn't seem to affect the damage much but it's so low it's kind of hard to tell.
Gerard does not absorb water but is very very resistant. Regen during rain I did not test.
Also I double checked the charge cost for roar and I was wrong ; ; It's 2 charges. Sorry to get your hopes up.
Does the Paralyze effect from "Roar" seem very potent to you?
Insaniac
08-30-2011, 02:02 AM
Does the Paralyze effect from "Roar" seem very potent to you?
Looks like about 20% on TWs. Really hard to tell because there's no message when the effect wears off.
Vizardx
08-30-2011, 02:06 AM
Any news on Trial of Magian weapons @ 95?
Insaniac
08-30-2011, 02:19 AM
Nah the moogle won't tell you what they are. Was the first thing I checked. =P
Vizardx
08-30-2011, 02:23 AM
Ah, been very curious as to how effective O.cappa would be in abyssea after update.
ShadowHeart
08-30-2011, 03:11 AM
the slug pet has about a 2% / minute auto regen trait <3 loving that
and widescan works in dynamis qufim as well :)
Selzak
08-30-2011, 03:14 AM
The JA sounds like a pretty big let-down as is. I'm not burning through jugs every 5 minutes for a slight increase to attack and defense (or anything other than +5 levels or something, honestly).
Will end up being highly situational, and only really used in BCNM's and stuff like that. I was hoping for something that I'd be using more often than not.
Have you tried charming anything? bugards? Roc, buffalo, etc? stuff we have not been able to charm before?
Is it only a boost in attack? make yourself level 90, use shasra, and use Wild Run, Kill level 0 mobs in beginning areas. IS the max melee greater than 499? is the max crit greater than 538?
If the answer is yes to these, then it is an increase in STR, not attack.
Caketime
08-30-2011, 11:25 PM
Thanks for the heads up OP. Outside of a couple of very particular situations I don't see this getting any usage, it doesn't sound like it's worth the jug expenditure to see regular use. I already have to bleed gil to be inferior to every other melee job, (I even farm my own supplies) and SE's answer to this is "Spend more Gil to keep being inferior!". I'm not going to see an increased invite rate with this, I don't think any other BST will either, it'll still be the same old low man groups/all BST spamming pets to win. If this is their idea of making us party oriented I can't wait to see what they do to make every other job even better in parties, just to keep the disparity consistent and guarantee that we're not even considered for a group situation.
E: Gerard sounds pretty awesome, the Tiger less so. The posted damage numbers sound pretty underwhelming compared to current pets that can consistently break 1k with their TP moves. Perhaps Roar is his saving grace.
Insaniac
08-31-2011, 01:06 AM
I should have noted that I did all these tests completely naked. Like I said I'm not a BST so I don't know if there is any equipment that I could have been using to make the TP moves do more damage.
Aldersyde
08-31-2011, 01:26 AM
For anyone who has tested Run Wild, did you try to see if it had a haste or weapon delay effect? Just curious.
Caketime
08-31-2011, 01:42 AM
I should have noted that I did all these tests completely naked. Like I said I'm not a BST so I don't know if there is any equipment that I could have been using to make the TP moves do more damage.
There's not much out there at all to increase pet damage aside from some augmented pieces and our Monster Gloves that enhances Call Beast. There's also Beast Affinity, but I'm pretty sure the new jugs aren't capped. Either way, AoE Paralysis could make Hobs (lol at that name) useful when grouping with other Beastmasters for more utility between pets.
Insaniac
08-31-2011, 02:27 AM
For anyone who has tested Run Wild, did you try to see if it had a haste or weapon delay effect? Just curious.For me there wasn't an eyeballable attack speed increase.
Aldersyde
08-31-2011, 04:45 AM
For me there wasn't an eyeballable attack speed increase.
That's too bad. I think the best way to start increasing damage output of pets would be to start giving more haste + for pets, be it from more haste pet gear or from a pet or job ability (or a combination of both). Added attack is nice, but more attack speed for our critters would be better.
Sophocles
08-31-2011, 05:31 PM
I believe that the tiger is a great asset to BSTs. I think that he does great damage and I can imagine that he is going to be my pet for soloing when I don't require a special pet to get the job done (like leech for Sedna for water resist). He is stronger than the rabbit, but I wish that one of the TP moves he has can be a little stronger.
On the slug, I think that he is a great situational pet. If you need a pet that is very resistant to water, he is going to be the one that does the job for you! Other than that, I think he does decent damage at best. I think that his two TP moves are essentially useless. Elemental attacks have proven to be useless. The "Charged Whisker" from the lynx seems to do only like 500 damage ONLY if you have the proper magic attack atmas, other than that it is useless. I think Square Enix should consider giving pets more physical attacks since they are stronger. I don't know how well the Bio and HP Max down works on NMs. I think that needs to be tested. SE should consider giving the slug something else besides the moves there.
Mavrick
08-31-2011, 07:03 PM
I believe that the tiger is a great asset to BSTs. I think that he does great damage and I can imagine that he is going to be my pet for soloing when I don't require a special pet to get the job done (like leech for Sedna for water resist). He is stronger than the rabbit, but I wish that one of the TP moves he has can be a little stronger.
On the slug, I think that he is a great situational pet. If you need a pet that is very resistant to water, he is going to be the one that does the job for you! Other than that, I think he does decent damage at best. I think that his two TP moves are essentially useless. Elemental attacks have proven to be useless. The "Charged Whisker" from the lynx seems to do only like 500 damage ONLY if you have the proper magic attack atmas, other than that it is useless. I think Square Enix should consider giving pets more physical attacks since they are stronger. I don't know how well the Bio and HP Max down works on NMs. I think that needs to be tested. SE should consider giving the slug something else besides the moves there.
Everyone is underestimating the Slug, but he is actually quite useful.
Was able to trigger HP Down consistently on Tunga and Glavoid. Doing 10% Damage to a NM like glavoid right off the bat is nothing to scoff at.
Corrosive Ooze is Attack-33% and Defense-33%. Tested on Gnats (They can transfer enfeebles to players) Hard to lock down the duration but 60~90 seconds seems about accurate. Plus these enfeebles stack with Dia III, Bio III and Dancer's Box step... May not be much inside abyssea where everyone is capped on everything almost all the time, but can definitely be put to use in non-abyssea zones.
Sophocles
08-31-2011, 07:15 PM
It seems like that the slug might be powerful than I initially had thought; I definitely need to test him out a little more. If the Max HP down is as powerful as you say it is, then that is extremely powerful. However, do you think SquareEnix might deem that a little bit too powerful for final update? That would possibly be changed on like NMs. If not that, then people would complain about us. People like to complain about us, that is why we lost the -100% Physical Damage taken. I got to experiment with him a little more.
Run Wild seems decent. I do not notice that much of an attack increase yet, but I do definitely notice that the pet seems to attack noticeably faster. With that, I soloed Hrossvalhur pretty fast with the slug. I like it, but I don't think I would use it for soloing. One of the main problems I have with that JA is its economic implications. If you use it with a jug like DipperYuly, it would be a Job Ability that costs like 12k or so a jug! These new jugs are so good, but I hope they are not so expensive!
Sophocles
08-31-2011, 07:51 PM
I don't know, I tried the slug's Max HP down thing on Heqet and don't see one swing doing 10%.
Insaniac
08-31-2011, 07:58 PM
33% def down is insane.
I don't know, I tried the slug's Max HP down thing on Heqet and don't see one swing doing 10%.
Well, its kinda funny how MAX hp down works... remember its like CURSE. Haven't you seen your pet's hp bar against something that does this? Like hahava? All of a suddent you pet who was at 50% hp looks like he's at 80~100% hp... but its not.. its the MAX hp that is reduced. Its only helpful if you hit them at the beginning, when hp is high/full, or its something that can cure itself. When it wears off, you'll see what looked like 100% hp is all of a sudden 90% on a big boss.
I can say I've not been underestimating the slug at all. I was rooting for a slug pet 1 year ago. Any bst who has actually hunted them, can tell you how nasty their tp moves are, and how ineffectual they are against thier own kind. I pretty much expected SE to nerf the water absorption, and the encumbrance causing fuscous ooze, but they still have great ready moves. Corrosive ooze is a nightmare to get landed on you, and getting both corrosive ooze and purulent ooze usually discourages anyone from hunting them unless you have a really good reason.
I was looking forward to the slug alot more than the tiger. I figured Shasra was very similiar to a tiger anyway. (high movement speed & attack, potent paralyze...) . The main thing I wanna check w/ hobs is whether he has high resistance to ice damage. then again, his tp moves will probably be top tier for physical dd. Lulush seems to have the bet ready moves for that so far. (very fun to use for WotG missions where you battle hoards of beasmen.. whirl claws + glyph axe FTW!!)... oh yeah, it was really fun hitting 2k foot kick in abyssea tahrongi the other day too. yay for crit hit ready moves and RR + VV
I"ve been out w/ falkirk testing possible effects of run wild. I must say it was very discouraging.
we confirmed several things it does NOT do:
does not improve STR or Attack,
no regain
no tp bonus
no damage reduction
no max HP improvement.
However falkirk did notice 1 thing it DOES do. It does give a very potent regen effect. This implies its a tanking ability. we can't really say, but our best guess is that it could be a 50/tic regen. IF its for tanking, it might imply other things like def or eva improvements. However such improvments do not seem worthwhile. Yuly is a fantastic eva tank w/out this ability, and we have great options for damage reduction, which do much more than pet def.
I was enthusiastic and open minded about this ability, but really we can't find a single dd bonus to this. I really don't think this is an improvement to bst at all. We have all the curing ability we need thru the improvemnts to petfood and availability of dawn mulsum. adding a separate regen combined w/ certain pet loss is... grossly disappointing and quite confusing. Is this really working as intended? what part of a pets power does this improve?
I suppose I can test if it improves potency of pet ready moves, but the description doesn't imply so... if it is a min-familiar like the similar job abilities added to classes.... well its just and bamboozling and underwhelming as familiar for jug pets.
Insaniac
09-01-2011, 06:58 AM
Admittedly I didn't do too many TP moves with run wild up but it did seem that there was a moderate increase in physical TP move damage. Maybe they were just a series of flukes. You weren't testing on mobs that your pets pdif would have already been capped on were you?
deces
09-01-2011, 09:29 AM
So was our two hour JA nerfed yet? also I think some new job traits should be given too. Its too bad none of the issues in this forum were addresed in the lack of an update.
Admittedly I didn't do too many TP moves with run wild up but it did seem that there was a moderate increase in physical TP move damage. Maybe they were just a series of flukes. You weren't testing on mobs that your pets pdif would have already been capped on were you?
I did test on level 0 mobs, to see if STR was affected. I first established the base STR by fighting level 0 mobs and recording the min and max melee and crit hits. it was easy to establish a base of 124 on the slug at level 95, and 123 on the tiger at level 93.
Then I tried the same test w/ run wild. There was absolutely no increase in max crit or melee hits. If STR was increased, there woudl be an increase. Next we went to abyssea to test min/max attack on mobs there w/ and w/out run wild. there was no change in the range of hits. There was no change whether stacking up attack atma or str atma.
Corrosive ooze made a big change in damage output, but run wild did not. Granted, I don't have time stamps, I cannot judge if attacks are faster at all. however, I don't think they are at this point. the only thing that was clear was that it gives regen.
So was our two hour JA nerfed yet? also I think some new job traits should be given too. Its too bad none of the issues in this forum were addresed in the lack of an update.
They have not announced any changes to familiar at this point. I do not expect it has changed. What would you expect to be nerfed anyway? it only does 2 things that players have confirmed: it raises pet max hp by 10%. It also makes the charm last for 30 min, no matter the level of the pet.
I think its peculiar that run wild can only be used when pet is engaged. It is kinda like a ready move that way. that does not make sense regarding the description of ability.
SpankWustler
09-01-2011, 05:28 PM
I"ve been out w/ falkirk testing possible effects of run wild. I must say it was very discouraging.
we confirmed several things it does NOT do:
does not improve STR or Attack,
no regain
no tp bonus
no damage reduction
no max HP improvement.
However falkirk did notice 1 thing it DOES do. It does give a very potent regen effect. This implies its a tanking ability. we can't really say, but our best guess is that it could be a 50/tic regen. IF its for tanking, it might imply other things like def or eva improvements. However such improvments do not seem worthwhile. Yuly is a fantastic eva tank w/out this ability, and we have great options for damage reduction, which do much more than pet def.
I was enthusiastic and open minded about this ability, but really we can't find a single dd bonus to this. I really don't think this is an improvement to bst at all. We have all the curing ability we need thru the improvemnts to petfood and availability of dawn mulsum. adding a separate regen combined w/ certain pet loss is... grossly disappointing and quite confusing. Is this really working as intended? what part of a pets power does this improve?
I suppose I can test if it improves potency of pet ready moves, but the description doesn't imply so... if it is a min-familiar like the similar job abilities added to classes.... well its just and bamboozling and underwhelming as familiar for jug pets.
I share your disappointment.
This sounds crazy, but maybe it does different things for different pets? I doubt it, but there's always room for hope!
I'm really just grasping at straws here, because I don't want to believe SE is dumb enough to give us an ability that increases the survivability of pets just so they can vanish in five minutes.
Also, it would be awfully hard to diminish the effect of an ability that currently accomplishes next to nothing, so I doubt Familiar has changed at all.
xbobx
09-01-2011, 10:25 PM
"'m really just grasping at straws here, because I don't want to believe SE is dumb enough to give us an ability that increases the survivability of pets just so they can vanish in five minutes."
SE is way too lazy to program this for multiple pets, I doubt they have the intelligence to even program this since they tend to fail at simple math calculations in said programming
I need to post a revision. I do beleive there is a haste effect on pets on Run Wild.
I just logged back in and used lulush against glen crabs in grauberg. There is a signifcant and noticeable increase in hit rate.
I'm going to try louise now, because I thinhk fungaur and crabs have same hit rate (from tp return testing I did before)
Its really hard to measure haste on pet. I encourage other testers to take an honest look at this.
Please confirm if you see it or not. It seem noticeable to me.
even comparing log before and after run wild, you see pet hitting 2-3 times for each attack from the mob instead of a tit for tat hitting back and forth.
Bayohne
09-03-2011, 04:32 AM
In today’s Test Server update, the call beast slug was given the ability to proc Slow at a fixed probability when using normal attacks. Check it out!
In today’s Test Server update, the call beast slug was given the ability to proc Slow at a fixed probability when using normal attacks. Check it out!
Cool, I wonder how much of a slow effect it is. can't wait to see.
Karbuncle
09-03-2011, 08:33 AM
In today’s Test Server update, the call beast slug was given the ability to proc Slow at a fixed probability when using normal attacks. Check it out!
Wow, That is pretty nice, Even if its something low like 15% slow or 10% slow, Its better than the 0% Slow you would have if you were soloing on BST.
Quite nice.
Caketime
09-03-2011, 10:35 PM
In today’s Test Server update, the call beast slug was given the ability to proc Slow at a fixed probability when using normal attacks. Check it out!
This makes up for every other ambiguous job ability/trait we've received over the last several years.
deces
09-06-2011, 08:29 PM
how are the new jugs in the HP department?
deces
09-07-2011, 06:57 PM
Wow, That is pretty nice, Even if its something low like 15% slow or 10% slow, Its better than the 0% Slow you would have if you were soloing on BST.
Quite nice.
Kabrakan's Axe Problem addressed along time ago and Its nice not being limted to one jug for a lame status effect.
btw anyone tested if MND reward cap was raised?
Karbuncle
09-07-2011, 08:10 PM
Kabrakan's Axe Problem addressed along time ago and Its nice not being limted to one jug for a lame status effect.
btw anyone tested if MND reward cap was raised?
I honestly can't tell if you agree or disagree with me, So i'll answer for both.
Disagree:
Theres a difference between a weapon with an added effect that will obviously become obsolete in time and a Jug pet that will have its uses having a unique added effect.
Slug pet has already shown magnificent water resistance, making it at the very least well useful on mobs like Sedna. Also the 33%DEF/MDEF Down TP move is irreplaceable.
Agree:
Yes, This is an incredibly nice bonus added to an already unique and powerful Jug pet that will likely hold a spot in our arsenal.
Valmur
09-08-2011, 07:24 AM
Would be happy if GMs+ could take a 2nd look at cloudsplitter dmg/mod's lol I think someone forgot to add a Multiplier :(
Areola
09-08-2011, 11:04 AM
Would be happy if GMs+ could take a 2nd look at cloudsplitter dmg/mod's lol I think someone forgot to add a Multiplier :(
There's a rather lengthy post about cloudsplitter that's been super ignored by the Dev's so i wouldn't count on it T_T
xbobx
09-09-2011, 05:06 AM
how bad is it?
Areola
09-09-2011, 08:19 AM
how bad is it?
http://forum.square-enix.com/ffxi/threads/5008-Cloudsplitter
Details are here. There is math and conspiracy theories involved.
Louispv
09-09-2011, 01:58 PM
how bad is it?
50-100 less damage than primal rend, bad. 1/2 the damage of rampage outside abyssea and 1/3 the damage of rampage inside abyssea bad. 1 STR adds 1.5 damage, bad. (in comparison, 1 AGI adds roughly 4 to wildfire.) I have 85 Farsha and even with the aftermath rampage is thousands of damage per minute ahead, bad. (Which with 90+ Farsha's higher damage will only make it a bigger gulf between the two.)
If they change it to about the same damage naked and without buffs as wildfire (1100~) it'll still be worthless in abyssea, but outside, at least, it'll be helpful.
It's not even a useful Brew WS, for pete's sake. Atma of the beyond+ a TP bonus axe makes primal rend blow it out of the water.
Aldersyde
09-12-2011, 05:01 AM
Any word on whether there was an level trait boost for stout servant?
There was no increase in the base of stout servant. Falkirk and I saw this when testing if run wild affected physical damage reduction. the base reduction was still 6.7% w/ no other gear on. Tested on 1000 needles in altepa desert.
Aldersyde
09-13-2011, 05:22 AM
There was no increase in the base of stout servant. Falkirk and I saw this when testing if run wild affected physical damage reduction. the base reduction was still 6.7% w/ no other gear on. Tested on 1000 needles in altepa desert.
Disappointing but thanks for the info and all the testing you've been doing.
SpankWustler
09-14-2011, 03:21 AM
There was no increase in the base of stout servant. Falkirk and I saw this when testing if run wild affected physical damage reduction. the base reduction was still 6.7% w/ no other gear on. Tested on 1000 needles in altepa desert.
Thanks for testing it out. While this result is less than awesome, you still are.
BTW, they did not make any additional families charmable on test server
;.; just forgot to make that update here before...