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  1. #31
    Player deces's Avatar
    Join Date
    Mar 2011
    Posts
    126
    Character
    Deces
    World
    Lakshmi
    Main Class
    BST Lv 99
    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.
    (0)

  2. #32
    Player Xilk's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    733
    Character
    Xilkk
    World
    Quetzalcoatl
    Main Class
    BST Lv 99
    Quote Originally Posted by Insaniac View Post
    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.
    (1)
    Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
    --Beastmaster Forever--

  3. #33
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Quote Originally Posted by Xilk View Post
    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.
    (0)

  4. #34
    Player xbobx's Avatar
    Join Date
    Mar 2011
    Posts
    575
    Character
    Shuffles
    World
    Ragnarok
    Main Class
    PUP Lv 99
    "'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
    (0)

  5. #35
    Player Xilk's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    733
    Character
    Xilkk
    World
    Quetzalcoatl
    Main Class
    BST Lv 99
    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.
    (2)
    Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
    --Beastmaster Forever--

  6. #36
    Community Rep Bayohne's Avatar
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    Mar 2011
    Posts
    130
    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!
    (7)
    Matt "Bayohne" Hilton - Community Team

  7. #37
    Player Xilk's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    733
    Character
    Xilkk
    World
    Quetzalcoatl
    Main Class
    BST Lv 99
    Quote Originally Posted by Bayohne View Post
    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.
    (0)
    Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
    --Beastmaster Forever--

  8. #38
    Player Karbuncle's Avatar
    Join Date
    Mar 2011
    Posts
    4,314
    Quote Originally Posted by Bayohne View Post
    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.
    (1)

  9. #39
    Player Caketime's Avatar
    Join Date
    Apr 2011
    Location
    Taco Bell
    Posts
    654
    Character
    Anonymous
    World
    Leviathan
    Main Class
    WHM Lv 99
    Quote Originally Posted by Bayohne View Post
    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.
    (1)

  10. #40
    Player deces's Avatar
    Join Date
    Mar 2011
    Posts
    126
    Character
    Deces
    World
    Lakshmi
    Main Class
    BST Lv 99
    how are the new jugs in the HP department?
    (1)

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