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Thread: New Jug Recipes

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  1. #1
    Player Xilk's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    733
    Character
    Xilkk
    World
    Quetzalcoatl
    Main Class
    BST Lv 99
    wing slap stun duration is affected by tp. thats the 2 charge. beak lunch is really big knockback as well, which will interrupt spellcasting. He has store tp 5 like a sam so his tp fill fast.

    Raphie solo's krabkatoa rather well.
    If you pop hardened shell and you are wearing pet -pdt gear (48% possible, 40 pretty common) then Raphi will have temendous reduction to even the hardest hitters. I"ve not explored it much, but the potential is easy to see if you've taken raphie out at all. btw, tortoise stomp is -25% attack as well.

    hmm next time I test server I'll see about comparing damage taken on raphie for normal hits, hardened shel, and both hardened shell and tortoise stomp. the tigers would be good targets again. they have high attack.
    (0)
    Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
    --Beastmaster Forever--

  2. #2
    Player
    Join Date
    Aug 2011
    Posts
    111
    wing slap stun duration is affected by tp. thats the 2 charge. beak lunch is really big knockback as well, which will interrupt spellcasting. He has store tp 5 like a sam so his tp fill fast.
    From my personal experience (and testimonial from wiki) monsters can cast while moving so knockback would not do anything in regard to stopping spells. If this was true then Blu's Headbutt and Sudden Lunge would always interrupt Magic from all NMs even if the "Stun" effect failed to proc or the NM was immune to stun because both those spells (as well as other blue magic) has additional effect knockback.

    Besides, Sheep already has Sheep Charge which is mild knock back as well as Mandragora's Head Butt so it wouldn't have been anything unique. Unless wing slap is special in some other way I still see it as a useless ability.

    Also stun is nothing special:
    - Dipper stuns, (2 charge)
    - Eft stuns (1 charge)
    - Raptor stuns (1 charge)
    - Lizard Stuns (1 charge)
    - Leech stuns (1 charge)

    We have all these pets that can stun but when was the last time you saw a BST strategy that involved stunning? Pet stuns simply take too long to use. You first require TP, you then require charges, you then have to see the spell/ability, hit the macro, pet has to ready the ability which generally takes an additional 1s~2s (I have not test wing slap's ready time), then the attack has to hit the enemy...AND the stun effect has to trigger... with so many conditions the only thing you're going to even have a chance of stunning are spells and abilities with very long ready/cast times.

    You seem to be pushing really hard for the penguin but I fear it's all for naught. He could have had auto regain 100tp/tick and have all ability costing 1 charge with Yawn and Frigid Shuffle added into the mix and it would still be a useless pet, that's how bad it is.

    If I was running things at SE I would've toned down some of those useless traits, dropped his HP, and given this pet some useful support ability to make up for his weak DD potential. It's a MNK pet, so I would've have given him a Yawn type ability that instead granted a sufficient AOE Max HP boost or a Counter/Dodge Bonus to party members in range (no effect on pet himself).

    For Turtle, considering his high cost, lack of DD traits, and model of a NM, I would've made him real special and unique. I would've had Harden Shell grant a 90s Sphere/Aura Effect: Damage Taken - 20~25% to nearby party members (independent of the players PDT/MDT cap). Hell, I'd even finally give some meaning to the Beast Strength chart and bumped that up to 30% if the turtle was engaged with a Vermin type monster and add another 5% if Killer Instinct was active... but heh, that's just me.

    I'm actually fine with Falcorr they way he is, turned out a lot more useful than I initially gave him credit for. Great for Low level farming so wouldn't really change anything except better access to pet: +Critical, +DA, +TA, +QA gear to make Fantod really shine.
    (3)
    Last edited by Mavrick; 12-30-2011 at 11:36 PM.

  3. #3
    Player Jerbob's Avatar
    Join Date
    Aug 2011
    Posts
    314
    Character
    Jeral
    World
    Phoenix
    Main Class
    WHM Lv 99
    I think it's important to be aware of the distinctions between consumables (and non-consumables that aren't even comparable) that jobs use. Jug pets and pet food items are (unfortunately) an absolute requirement for beastmasters at this stage of the game, so making them difficult to synthesise is just absurd. Ninjutsu tools are a good parallel, and no-one will argue that shihei are difficult to make or farm/acquire materials for. It's like any other system of mandatory consumables - you should have the option to craft them yourself or buy them. For newer pets this isn't possible. Phogg mentions that his wife levelled cooking specifically for Beastmaster - if that was practical all the way to level 75, it's insane for it to all change now.

    Almost all existing jug pets and pet food items are relatively practical to make using materials that aren't that hard to acquire at the level that you'd be using them - at level 75 we even had CourierCarrie which you could make absurdly cheaply. Requiring level 100 fishing and an Ebisu fishing rod, or a readily available supply of dragon meat, is undeniably a new level and it's completely impractical with regards to creating your own consumables.

    In my opinion, this is just another one of those things that SE makes pointlessly irritating or refuses to fix for no good reason. Jug pets could be modified to work across zonelines years ago. I don't think we've ever been given a good reason why all pets disappear when a Confrontation status is applied in eg. Voidwatch. Charm could easily have been fixed creatively; something as simple as bringing a charmed pet to within 0-2 levels of your own when Run Wild is used, for example. It just takes a bit of thought, and an understanding of how things work in practice. Regrettably this seems to be something that SE isn't keen to demonstrate.
    (1)
    Last edited by Jerbob; 01-02-2012 at 12:29 AM.

  4. #4
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    This could still be an outrage to Beastmasters, I don't really know, but I think it somewhat shoes what SE has for exceptions of the job, maybe the issue is that the pets SE expects players to use more are the cheaper ones. Pets (stack prices from my server listed for an example after each pet) like Nursery Nazuna (~10k) and Gooey Gerard (~20k) are dirt cheap and solid choices for most content, but if you want a THF pet, you pay a premium, whether it is Dipper Yuly (~90k) or Faithful Falcorr (~70k). Few pets cost more then 100k a stack on my server.

    I think a good comparison for these isn't just tools/cards/bullets/arrows, but also foods in addition to those consumables.

    For example, getting higher performance from say, a high end attack food like Dragon Steak (~35k, 3 hours) or Dragon Soup (~20k, 3 hours), Red Curry (70k, 3 hours), Red Curry Bun +1 (200k, 30 minutes x12), or the lesser/cheaper Hedgehog Pie (15k, 3 hours) isn't something everyone does all the time, but when you want to be at your best, you use it (and I'm greatly simplifying here, there are a variety of other relevant foods as well).

    All that said, Crude Raphie (~400k) is pretty expensive, so the question is "in what situation will this be a cost effective pet?" Regardless of if there is a good answer, I suspect that Crude Raphie goes the way of the Elixir and is rarely if ever used.

    -

    As a bit of a side note, I know SE said they have no plans of making biscuits stackable, but perhaps they would be open to a sort of bag of pet treats. If price is really an issue, the thing are barred from the AH (or even made exclusive) so that Beastmasters have to bag them themselves using the relevant NPCs. The item to bag them could be something really simple too, like a chocobo feather. And since treats stack to 12, perhaps the bags could stack to 99.
    (0)

  5. #5
    Player Jerbob's Avatar
    Join Date
    Aug 2011
    Posts
    314
    Character
    Jeral
    World
    Phoenix
    Main Class
    WHM Lv 99
    The difference lies, I believe, in that a beastmaster's pets are the reason that you level the job and the tool that allows you to play it at all, whereas food is (sometimes literally :P) just the icing on the cake. I can definitely understand the point that some pets with distinct features are more difficult to make (and therefore more expensive) to offset the value of those features, and I wouldn't be surprised if that was SE's motivation, but I feel that SE has taken this to extremes. A level 100 fish that's nearly impossible to practically catch without what is essentially a sort of relic item is a step too far. Items with 0.5% droprates are not things you can try to obtain for yourself without going insane.

    If SE wants to preserve the idea of "junk pets" like NurseryNazuna and FlowerpotMerle and "specialist pets" like DipperYuly etc then fair enough, but I think it would be more fair to make the divide a little less ridiculous. I know people's metric for worth in terms of currency is different across the board, but 400k for a stack of 12 jug pets is just beyond rational belief to me. Even 90k is pretty costly for a stack of 12 consumables that not only disappear in all sorts of situations, but due to its specialist nature is going to be used in tougher situations where it will be dying or need tons of food pumped into it.

    Obviously things are priced at what people are willing to pay for them, and that's fine, but with synths like these that you can't make yourself (or have a friend able to help with) then there's no choice. I think that's what people have a problem with.
    (2)

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