View Full Version : Is Wild Run.. Bum?
deces
10-23-2011, 03:48 PM
I for one belive it is a 90% useless J/A, as pathetic as it is I do not see why the jug needs to bail after 5 min. I think maybe cutting the jugs life span in half would make more sense being as weak as it is. Your thoughts plz...
Daniel_Hatcher
10-23-2011, 04:08 PM
Yes, just a bit. But it seems one thing comes to SE's mind when it comes to BST... "How can we make them waste even more money?"
Tsukino_Kaji
10-23-2011, 08:55 PM
There was someone from the test server saying it was the greatest thing ever. Did they possibly nerf it?
Daniel_Hatcher
10-23-2011, 09:01 PM
There was someone from the test server saying it was the greatest thing ever. Did they possibly nerf it?
It was still 5 minutes on the test server, and all it granted was a bonus similar to Familiar.
Tsukino_Kaji
10-23-2011, 09:08 PM
It was always intended to be 5min and will always be 5min. If you think it's a waste of money, farm the ingredients for the jugs.
I'm saying there was someone from the test server stating that the ability was the best thing since sliced bread.
Sparthos
10-23-2011, 11:53 PM
The JA sucks.
You put a countdown status on your pet for barely any increase in the damage output. You do seem to get some haste for your trouble but it just isn't worth killing your pet off given the optimal BST scenario often involves soloing.
Visari
10-24-2011, 12:31 AM
It has a decent regen with it also. I tend to use it in situations where I know the pet is going to die and my call beast timer Isn't up to help buy some time. Run wild Isn't completely useless, situational at best, but it certainly is not something you will be using on a regular basis. Good for bcnm's and the such I would assume seeing how they are timed anyway and you wont ever get the entire life span out of the pet anyway.
SpankWustler
10-24-2011, 03:14 AM
As it is, Run Wild is very situational. It's a defensive ability that is only useful if you know your pet is dead within five minutes either way.
If Run Wild were an offensive ability as many folks were hoping and even expecting it would be, than it would be a lot more useful. Whatever amount of Haste that Run Wild provides, it's definitely not enough. Actually, is it even proven that Run Wild provides any Haste at all?
I can't confirm the haste. I suspected it, but then I couldn't find it when tryign to time it. I didn't count frame by frame, so haste is not confirmed from it, nor debunked. The only thing that is confirmed is the big regen.
Daniel_Hatcher
10-24-2011, 06:20 AM
It was always intended to be 5min and will always be 5min. If you think it's a waste of money, farm the ingredients for the jugs.
I'm saying there was someone from the test server stating that the ability was the best thing since sliced bread.
I do, the JA is still terrible regardless.
So since one person said it was good that negates anyone that says otherwise, okay then....
deces
10-24-2011, 09:48 AM
I am starting to think it's more like a 95% useless J/A now.. Maybe SE should just give up on giving Bst JAs from now on if this is thier idea of a par.
Linkzell
10-26-2011, 03:09 AM
Keep this in mind when using Run wild:
Once it is used, you have 5 mins. left on your pet. If pop pet > Use Run Wild, your Call beast time will be avail. by the time the pet is dismissed.
I personally use it in Dynamis at the 5 min mark before getting kicked out. Why not, right?
As for the effects i have noticed:
Increased: Attack, Acc., Double attack. rate, defense, eva., haste, and regen.
attack and defense seems to be 5% compared to Beast bazubonds. Haste also seems to be 5% when you look at the attack rate with Moogle mission head and Moepapa stone. The regen is on par with the reward item Pet Poultice. Keep in mind, This is a 1% regen/tick. Witch is also effected by Beast Healer merits and stacks with reward regen.
When used in tandem with Familiar, its almost double.
If you pick the correct pet for the job and use responsibly, this is a fordable tool in a BSTs arsenal.
Keep this in mind when using Run wild:
Once it is used, you have 5 mins. left on your pet. If pop pet > Use Run Wild, your Call beast time will be avail. by the time the pet is dismissed.
I personally use it in Dynamis at the 5 min mark before getting kicked out. Why not, right?
As for the effects i have noticed:
Increased: Attack, Acc., Double attack. rate, defense, eva., haste, and regen.
attack and defense seems to be 5% compared to Beast bazubonds. Haste also seems to be 5% when you look at the attack rate with Moogle mission head and Moepapa stone. The regen is on par with the reward item Pet Poultice. Keep in mind, This is a 1% regen/tick. Witch is also effected by Beast Healer merits and stacks with reward regen.
When used in tandem with Familiar, its almost double.
If you pick the correct pet for the job and use responsibly, this is a fordable tool in a BSTs arsenal.
are you just eyeballing these stats?
SpankWustler
10-30-2011, 09:37 PM
As for the effects i have noticed:
Increased: Attack, Acc., Double attack. rate, defense, eva., haste, and regen.
attack and defense seems to be 5% compared to Beast bazubonds. Haste also seems to be 5% when you look at the attack rate with Moogle mission head and Moepapa stone. The regen is on par with the reward item Pet Poultice. Keep in mind, This is a 1% regen/tick. Witch is also effected by Beast Healer merits and stacks with reward regen.
When used in tandem with Familiar, its almost double.
http://www.scienceclarified.com/images/uesc_05_img0242.jpg
As you can see, the human eye is an amazing thing. It is not, however, the right tool for determining the effects of Run Wild.
How did you test all of that stuff?
Manicora
11-10-2011, 06:57 AM
Tested this myself on 6 Ks99 Runs for Behemoth, Used new Slug on 3 and Sheep on 3 x2 of each pet without Run wild and 1 of each pet was with run wild : the 2 Sheep and 2 slugs without Run wild Did die even with using reward. the 1 sheep and 1 slug that I used run wild Did not die and Each of those 2 fights were 2-3 min faster than without. So in my opinion I think Run wild has its place and time and for better or worse I like it very much.
Tested this myself on 6 Ks99 Runs for Behemoth, Used new Slug on 3 and Sheep on 3 x2 of each pet without Run wild and 1 of each pet was with run wild : the 2 Sheep and 2 slugs without Run wild Did die even with using reward. the 1 sheep and 1 slug that I used run wild Did not die and Each of those 2 fights were 2-3 min faster than without. So in my opinion I think Run wild has its place and time and for better or worse I like it very much.
... uhmmm Tested what exactly?
SpankWustler
11-12-2011, 02:27 AM
Tested this myself on 6 Ks99 Runs for Behemoth, Used new Slug on 3 and Sheep on 3 x2 of each pet without Run wild and 1 of each pet was with run wild : the 2 Sheep and 2 slugs without Run wild Did die even with using reward. the 1 sheep and 1 slug that I used run wild Did not die and Each of those 2 fights were 2-3 min faster than without. So in my opinion I think Run wild has its place and time and for better or worse I like it very much.
Thank you for confirming with your eyeballs the easily eyeballed and already confirmed strong regen effect of Run Wild. That is much appreciated.
Er...anyway...something just occurred to me. Assuming the Crab Familiar is a Paladin and thus devoid of all Double Attack and Triple Attack, couldn't a bro or bro-ette just let a Crab Familiar miss a Fortilace for five minutes with Run Wild and then another without Run Wild to easily test Run Wild's rough haste value, if any? Since the only thing that would matter is relative attack rounds, really.
I assume the Crab Familiar would have awful enough accuracy and damage that the Fortilace could endure both crabs easily. Of course, this wouldn't give an exact value for the Haste added, but it should be enough to confirm or deny it's existence.
Edit: Apparently the Beetle Familiar has an even lower cap, and is also a Paladin, so it may be the better choice.
Mavrick
11-14-2011, 06:30 AM
Has anyone even confirmed the 1% regen tick on Pet Poultice? I remember using it a while back and was unable to counter the 20 tick DoT from winged gloom so I seriously doubt it's a 1% tick regen.
On the other hand as BLU/BST using wild pets I was able to steal the Regen effect from pet (Voracious Trunk) after using reward/leave and was able to determine that Zeta's regen is 14 hp/tick for 3 mins (840 hp). I don't know if the regen from Pet Poultice can be stolen in a similar fashion and I am unable to test since they are never in stock.
Karbuncle
11-14-2011, 11:58 AM
Er...anyway...something just occurred to me. Assuming the Crab Familiar is a Paladin and thus devoid of all Double Attack and Triple Attack, couldn't a bro or bro-ette just let a Crab Familiar miss a Fortilace for five minutes with Run Wild and then another without Run Wild to easily test Run Wild's rough haste value, if any? Since the only thing that would matter is relative attack rounds, really.
DipperYuly has no Double Attack either. I'm almost positive Run Wild gives some amount of Double Attack. Though i have second guessed myself, as, I may have had the Ferine Necklace on at the time.
That being said, It does Increase Attack and Defense, And if i recall I saw some tests saying it does increase Haste by some value. The Ability is not that bad at all, At the very least it makes your pet quite more difficult to kill.
It has its uses, mostly on cheap jugs or the last 5 minutes of a Dynamis run, or a Short BCNM Fight... But its not a terrible JA.
Zaknafein
11-14-2011, 03:29 PM
The advantages gained while the JA is active does not equate well to the jug poofing after 5 mins. The way it functions atm is not very practical, and limits it's usefulness to far to few situations. When Beast Masters asked for a new JA we wanted something practical to add to our arsenal. Not something highly situational or most often used as a toy when a jug has already been out for most of it's duration. Or during a timed short interval instanced battlefield where zoning wipes the jug anyhow.
Either it should stay at 5 mins, and not make the jug poof. Instead make the recast longer like 30 mins.
Or if SE is hell bent on making jugs poof the duration of the ability should be at least 10 minutes.
Personally I would prefer the 1st option, and I have cooking to make my own jugs. I can imagine how fellow Bst's w/o cooking view the JA as it now stands.
I still have a bunch of pet poultice. I did a test months ago.. it was not 1%/tic. I'm pretty sure its not % based. I was getting 1% about every 2 tics w/ broncha level 90. I think I still have the log somewhere... its just me spamming and echo macro and recording time stamps...
I like the idea of testing it w/ a blue mage using voracious trunk. I'll see about doing that, since I still have like 80 poultice. I was putting together the recipe for some roborant also. it would be nice to remove max hp down from gerard while soloing bukhis.
Dipper Yuly doesn't have double attack... she has Triple attack... thf, remember.
It has a decent regen with it also. I tend to use it in situations where I know the pet is going to die and my call beast timer Isn't up to help buy some time. Run wild Isn't completely useless, situational at best, but it certainly is not something you will be using on a regular basis.
This. I use it most in WOE...