View Full Version : [DEV1239] The charges are not the problem. You've got it reversed.
Malthar
10-31-2014, 12:38 AM
[QUOTE]The job ability Ready will undergo the following adjustments.
Familiars will be able to use special abilities if they have enough charge regardless of whether or not their TP is over 1,000.
* This adjustment affects only those special abilities whose effects were dependent on TP values.[QUOTE]
SE, the pet will *ALWAYS* have more than 1000 TP before the first charge is ready. You've got it reversed. They should be able to use special abilities *WHEN* they have 1000 TP, independent of charge.
Mavrick
10-31-2014, 06:33 PM
The job ability Ready will undergo the following adjustments.
Familiars will be able to use special abilities if they have enough charge regardless of whether or not their TP is over 1,000.
I guess they really don't want sheep to be able to full time Berserk. Its better than nohting but it doesn't look like they really thought this through though. Doesn't seem like they are adding any TP modifiers to pet abilities so Spur is now effectively useless (add it to the list of useless BST abilities.. charm, gauge, tame, feral howl, etc). At the very least, change spur to Greatly enhance the Accuracy/M.Accuracy/Attack/M.Attack of the next TP ability. At least then you'd have a snowball chance of landing effects on high level foes. Some more "Ready -recast" gear also wouldn't hurt.
Rwolf
11-01-2014, 03:50 AM
I agree with the OP and this isn't something that the playerbase needs to wait until the update to test out. This doesn't really do anything but allow you to use a "freebie" once you immediately summon a pet and like Mavrick said just eliminates the usefulness of another Job Ability, Spur. It's been suggested a lot on the Beastmaster forums but they really just need to adopt the system in Monstrosity for TP moves. To assign each Ready move a TP quantity for use and just drop the charges system. The charge system is just antiquated at this point.
Just as an example and not bringing the job under fire, Summoner can dish out a lot more damage than Beastmaster every 33 seconds with gear. And still has a ability to use buffs/debuffs and do damage or heal themselves if the situation permits. Beastmaster being purely about damage so far in a party setting should be doing very similar if not more amounts of damage, especially if they are to compete with the damage over time of other damage dealing jobs.
They also just need to flat out bolster pet stats again so we can hit higher content without relying on something else to do it (merits, food, gear, etc). The base in my opinion while better is still lacking for higher end content. The development team stated they wanted Beastmaster to have higher damage over time than other melee in exchange for pet maintenance. There is still a ways to go and unshackling TP moves on a charge timer would be a good start.
Adding different TP moves like Wild Ginseng on Rarabs or Healing Breeze on Dhamels for party support would be another suggestion.
Louispv
11-02-2014, 03:15 PM
They also just need to flat out bolster pet stats again so we can hit higher content without relying on something else to do it (merits, food, gear, etc). The base in my opinion while better is still lacking for higher end content. The development team stated they wanted Beastmaster to have higher damage over time than other melee in exchange for pet maintenance. There is still a ways to go and unshackling TP moves on a charge timer would be a good start.
Nope they said pet jobs. Which they absolutely achieved... for the other 3. PUP was basically fixed when their H2H went to A+, and their puppet got the 90 acc/racc/macc bonuses. DRG now has a permanent, downsideless, berserk, defender, and hasso as long as their wyvern is alive. And SMN is now the entirety of BLM's job, with level 121 pets that have the stats of a moderately buffed player, can drop a BRD level buff every 33 seconds, and a 12k damage pet WS too. And in the next update, they'll basically get a second BRD song in a permanent avatar's favor, even if it is a bit weak. (like a +2 song instrument BRD song) And hastega 2 is in the works for the update after that.
BST gets... a new pet with a 1% enslow effect that never lands! Perfect! Now BST is just as good as a sword and board WAR that is solo, unbuffed, and never uses any job abilities! See, they're equal!*
*Under very specific circumstances that never actually happen. Please ignore... "OH LOOK! A NEW HOLIDAY HAT!" Door slams and car is heard starting outside.
Rwolf
11-03-2014, 04:45 AM
BST gets... a new pet with a 1% enslow effect that never lands! Perfect! Now BST is just as good as a sword and board WAR that is solo, unbuffed, and never uses any job abilities! See, they're equal!*
*Under very specific circumstances that never actually happen. Please ignore... "OH LOOK! A NEW HOLIDAY HAT!" Door slams and car is heard starting outside.
XD LOL. You sir, deserve a cookie.
XD LOL. You sir, deserve a cookie.
Yep. We have gotten completely screwed by these useless "updates" which do nothing to bring us up to par in content let alone giving us higher damage than other jobs to make up for pet maintenance.
I mean LOL just LOL.
developer: HAI GUIZE, LESS THAN 60 PER CENT DAMAGE OF SAMURAI IS ENUF RITE? NOW YOUR PET WHIFF ONLY 40 PER CENT OF TIME, THAT GOOD?
I play a non pet DD; it's thief. When I miss too much, I eat a piece of sushi. If I'm still missing, the bard switches from Minuets to Madrigals. If after that I'm still missing, I put on my accuracy set. The amount of accuracy on my normal tp set is 859. The recommended set up for a Tsurumaru sam has 824 accuracy. After the update Generous Arthur's base accuracy was 866. If your pets are having problems hitting things, so is everyone else. Every DD relies on food, equipment, and party support to do the damage they do. Why do you think beastmaster should be the exception? Eat some sushi, get some pet acc gear, and if you are still missing then you need a geo or red mage for either Torpor or distract.
Stop complaining that the updates are doing nothing when they are in fact doing something. There is no magic patch that will suddenly balance the job perfectly. It is trial and error and will take some time. Also no one is going to take you seriously when you say you want beastmaster to do as much damage as a buffed sam without the need for buffs.
Louispv
11-08-2014, 07:33 PM
The recommended set up for a Tsurumaru sam has 824 accuracy.
Ummm what? Is this the acc recommended to hit things in salvage? Because on Very Hard battlefields or Delve 2 it's 1200+ acc. If that's just gear before buffs, job abilities, food, etc. then you seem to be forgetting pets don't receive any of those things.
And even if there was enough gear and food to give that much pet acc, it cripples your own damage to wear it. The master does 90% of BST's damage, the pet does 10% at best. Why would I cut my own damage in half to up the damage of a pet, even if it doubled the pet's damage? 45%+20%= 65%! 65% is bigger than 100%, right?
"I can give 70 acc to 90% of my job and 100 acc to 10% of my job with Mochi!"
"Yes but I can give 90 acc to my entire job, and 80 attack to my entire job, and an equal amount of racc and ratt with riverfin soup."
Do you not see the problem?
"I can wear this (http://www.bg-wiki.com/bg/Totemic_Helm_%2B1) to enhance my pet!"
"Yeah but everyone else gets to wear this (http://www.bg-wiki.com/bg/Gavialis_Helm) or this (http://www.bg-wiki.com/bg/Yaoyotl_Helm) and have it affect everything."
You seeing the damned problem yet?
"I can have a GEO use it's 10th most useful spell to give my pet more acc!"
"Well yeah but we can have the GEO use vex/attunement to make our party entirely immune to magic, which is much more helpful, and just have the BRD use madrigals. Or if magic isn't a problem the GEO in our party can use fury/frailty to buff actual players, but won't help pets. Or our GEO can cast Haste/Fend to halve incoming physical damage and replace the Marches at the same time, so the BRD can Minuet/Minuet/Madrigal/Madrigal! Or Focus/acumen for mages, or refresh/regen, or nearly any other combination of spells, all of which are far more useful than Torpor and none of which will make your pet useful!"
Are you seeing the problem yet? For Pete's sake, even if the GEO was being worthless and casting Torpor/Precision to help your party's acc, the damned pet would only be benefiting from Torpor and would be getting half the acc boost of the rest of the party! DO? YOU? SEE? THE? PROBLEM? Because if not, you must work for SE.
No single fix my ass. We've told you the single fix every day for 10 years. Let buffs hit pets. Buffs already hit pets, that's why every time new buffs are added they have to emergency patch the game because they forgot the "don't hit pets" tag on one of them.
Or if you're really lazy, how about the single easy solution we've been saying for 7 years? Go to DRG's merit categories. Highlight Empathy. Hit copy. Go to BST merits. Delete Beast Healer. Paste Empathy. Change Spirit Link to Reward. Problem solved!
dasva
11-10-2014, 02:52 PM
If you merit ready and use -ready gear you can actually have charges up before tp so semi useful. At the very least being able to start fights with hp down is not too bad
Benbillybobjoe
11-11-2014, 01:03 AM
Let buffs hit pets. Buffs already hit pets, that's why every time new buffs are added they have to emergency patch the game because they forgot the "don't hit pets" tag on one of them.
Or if you're really lazy, how about the single easy solution we've been saying for 7 years? Go to DRG's merit categories. Highlight Empathy. Hit copy. Go to BST merits. Delete Beast Healer. Paste Empathy. Change Spirit Link to Reward. Problem solved!
Any one of those solutions would be awesome...
Malthar
11-11-2014, 02:37 AM
Let's see if SE will respond.
Let's see if SE will respond.
so far... nope.
Gwydion
11-12-2014, 11:21 AM
I'm also looking for a technical explanation on this subject. Just let us use any jug pet!
To be fair, I tried this out yesterday, and it did result in me being able to use abilities more than I used to be able to, at least when it comes to 1 charge abilities. I was fighting tigers and my pet was often paralyzed so may not have had necessary TP.
That said, this change devalues the use of the spur ability.
Railer
12-19-2014, 10:42 PM
SE please look into making all ready moves 1 charge.
Malthar
12-19-2014, 11:42 PM
SE please look into making all ready moves 1 charge.
That's an interesting idea. Use just one ready move and have the pet tp-moves that cost more than 1 based on tp.
For example, if you have a pet tp move that requires 3 charges, change it that the pet requires 3000 tp and you only use 1 charge.
Personally, I'd rather get rid of the charge system altogether and have tp moves/efficacy based on tp.
dasva
12-20-2014, 06:33 PM
I'd rather it be more like the BP system. Lots of things to lower it. You don't need tp to use them but some of them will add to it. And of course skillchain elements
Railer
12-21-2014, 12:29 AM
That's an interesting idea. Use just one ready move and have the pet tp-moves that cost more than 1 based on tp.
For example, if you have a pet tp move that requires 3 charges, change it that the pet requires 3000 tp and you only use 1 charge.
Personally, I'd rather get rid of the charge system altogether and have tp moves/efficacy based on tp.
Or charges not used based on current tp use on available moves(1 charge move 1000 tp = no charges used ect).
I am actually pretty okay with where it is at now. I am able to use my pet's moves more often. It would be nice to see charges refill faster or gear that lets us lower recharge time of charges...
Not that I would be against what people are asking for here, just I'd like to see some other stuff be made better rather than tinkering with this. I don't think pet moves are ever going to be very useful...
:(
and given the JA delay from activating the abilities cutting into BST master DPS, I think that it would actually be more beneficial for us if the developers increased the effect of our pet TP moves rather than letting us get off TP moves that usually do less than 1000 damage with an additional effect that doesn't proc... more often
Malthar
12-22-2014, 03:20 AM
I don't think pet moves are ever going to be very useful...
Olor, I'll let you know when my mythic is done. :-)
Yes Protey! Stop laughing! I am making an Aymur.
dasva
12-23-2014, 04:38 PM
Well when they land the debuffs are pretty solid. But in my experience it's somewhat difficult to land them on anything harder than say 117 content... and there are only a couple of things that will increase pet macc... magian axe you can offhand for a tiny amount while not having any other useful stat and making yourself unable to hit the mob, puppet roll which also doesn't add much and loses you out on much better buffs from the only job that can buff your pets, or the new pet macc food which gives an unknown amount but gives you so little acc/pet acc compared to shiromochi that anything you'd need that pet macc for you wouldn't be able to hit it using that food.
Giving us gear to help our ready moves similar to how smn has pet macc acc mab att skill would go a long way to helping making ready moves decent. Instead of making them the dps loss they so often are now. Image how good Molting Plumage could be if we could gear +200 pet mab like smn :). Along with that make more tp add more dmg like it does for idk a lot of avatar moves, pup moves most ws etc
I think given how axe got the least boost from the 1-hand weapon update (why SE... it doesn't make sense that an AXE does LESS DAMAGE THAN A DAGGER) ... I really hope they MASSIVELY increase the potency of our pet TP moves. It wouldn't solve our problems - but it sure would be nice to see 10,000 damage from foot kick, or 7000 AOEs from whirl claws, 1000+ HP healed by wild carrot and a huge boost to our pet's native MACC/MAB so that additional effects land consistently (barring natural/built-up resistance) on 121 content or so.
Also, it's about time to let us skillchain off our pet moves. If a BLU can skillchain off of foot kick, we should be able to as well. Just apply a constant Chain Affinity effect to pet ready moves... yes please. Seriously - SMN gets it - why don't we?
Grekumah
12-24-2014, 05:31 AM
Greetings,
Thanks for the feedback.
I’d like to talk a bit about the pet stats that were added during the November version update and future adjustments for beastmaster.
Pet stats added in the November version update
When comparing the pet items that can be made through synthesis and the ones that can be purchased via NPC vendors, we’ve made it so that when it comes to the overall strength, the synthesized versions are higher while still maintaining the special characteristics of each pet. This is an advantage given for the time and effort spent synthesizing these pet items. So, with this understanding of the overall plan for these items, I’d like to give some supplemental information about certain pet’s stats.
Blackbeard Randy
This pet was based off the design of the tiger familiar, and as such, his attack delay has been set quite high. To compensate for this, we gave him a high amount of attack and a double attack bonus. Compared to other pets, he will not attack as frequently; however, it’s possible to deal good damage against high-tier monsters with his special abilities.
Redolent Candi
This is a pet that has been given a comparatively higher amount of defense, magic defense, and potent special attacks. Many Adoulin monsters are weak to a certain elements and this pet is no exception as it is weak against fire and ice.
Future beastmaster adjustments
As mentioned previously, the development team is currently working on adjustments that will allow abilities to be separate for pets and monsters. After making this adjustment, we are planning to increase the potency of pet special attacks, enhance the effects of TP modifiers, and give them elemental properties for skill chains.
Additionally, we are currently looking into whether we can increase the pace in which charges can be accumulated. We’ll begin work on this adjustment after we verify if this is possible from a technical standpoint.
With these aforementioned adjustments, it will become possible to perform skill chains with your pet making it possible to deal even higher amounts of damage.
We’d also like to make adjustments to the enmity of Snarl and the flexibility of using different special abilities based on various situations while focusing on the concept that beastmaster is a job that deals damage in tandem with their pet.
After seeing the results of the above adjustments, if there are still aspects that are lacking we will then look into increasing the base stats of pets.
if there are still aspects that are lacking we will then look into increasing the base stats of pets.
Well, except for the last statement, which honestly should have been the 1st thing adjusted as pet's acc is atrocious and current/newly made shared-foods do not fill the gap by any means....
As for the rest of the response, I say thank you! It's good to know some of the feedback people have been providing is being taken into consideration for these updates.
Malthar
12-24-2014, 06:53 AM
Don't touch snarl, please. It's fine just the way it is. What you could do is do something about spur. It's useless the way it is. Two good suggestions for spur are to give increased attack and magic attack for the pet for 60 seconds or give the pet 25% haste for 60 seconds.
Don't touch snarl, please. It's fine just the way it is. What you could do is do something about spur. It's useless the way it is. Two good suggestions for spur are to give increased attack and magic attack for the pet for 60 seconds or give the pet 25% haste for 60 seconds.
Yeah spur is pretty pointless now.. though they did mention TP bonus on WS... but I am skeptical that would amount to much.
Alhanelem
12-24-2014, 09:00 AM
Synthesized items shouldn't be superior in functionality, they should be more economical than NPC bought. The trouble of synthesizing should thus be offset by cheaper costs, while buying from the vendor is more convenient.
Leonardus
12-24-2014, 11:22 AM
I like the changes you've been making, SE.
One minor annoyance: Would it be possible to reduce the recast of "Fight" from 10 seconds to say, 5? It gets in the way when you're fighting several enemies at once and need to act quickly.
dasva
12-24-2014, 02:51 PM
snarl is about the only real thing you guys did right as far as jas for pets on bst don't mess with it. Not sure what you mean about technical standpoint for ready recast since we already have merits and gear that lower it so should already be proven possible.
As far as Redolent Candi goes while it's mdb and defense is higher than a lot of jugs not by as much as you seem to imply and Generous Arthur has a decent bit more than both. It's moves are ok but wouldn't call them potent. Also not sure I'd say it's weak to ice/fire maybe more resistant but will take normal amount of dmg for it's mdb on those elements... now it will be more dmg wind/thunder but that's because it takes half dmg from those.
I'll agree with most the rest though
Railer
01-05-2015, 02:54 PM
In case it is not known, Beastmaster is still very lackluster in Damage dealing department.
Rwolf
01-06-2015, 12:49 AM
I agree that after the update hit, the 1 charge abilities are pretty fast on reuse. The issue I still have is the 2 to 3 charge abilities. The changes don't affect them much. If you're using something like Generous Arthur who has no 1 charge abilities, this really didn't help the frequency of pet TP moves.
I'm hoping that after they separate jug pets from regular monsters of that type, that jug pet 2 charge and 3 charge moves are boosted heavily in potency similar (probably more) to the 1h updates that scale really well at 2000 to 3000 TP. Or they need to lower the amount of charges necessary. Most of the ones that require 3 charges aren't that potent even with the enfeeble to justify it.
Pentapeck for example might be a short term amnesia but its not that powerful to require 3 charges in my opinion. There are stun pet moves that are 1 or 2 charges which not only can stop a TP move but remove that TP entirely because it was wasted on a failed move.
Railer
01-06-2015, 07:35 AM
A well geared bard can out DD us now...Just throwing that out there.
Gwydion
01-06-2015, 01:08 PM
A well geared bard can out DD us now...Just throwing that out there.
I have never felt so weak as Beastmaster :(