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  1. #41
    Player Chimerawizard's Avatar
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    Apr 2011
    Location
    Florida
    Posts
    148
    Personal Companion Pets

    Basics: Starting Out
    Various NMs of different species will be given an additional rare/exclusive drop: an egg, seed, or infant (egg will be used to describe all three henceforth).

    Once a player trades the egg to Brutus, the quest is flagged and he points the player to the 'ranch' to see about raising it.

    Raising
    Trade the egg to an NPC at the 'ranch' for him to look after it for you. On the Fourth day it will hatch. It will now look like it's adult form, only 1/10th the size. It will grow on day 5, 6, 8, 10, 12, 15, 20, 25, & 30 +1/10th size.

    On day 4 you can start spending time feeding, teaching, and doing various exercises with it.
    Feeding

    All pet food biscuits will grant the pet more energy to do more care actions with it. energy increases with higher tier food.

    Pet poultice will not give more energy but will double MAX energy for the next day (only one per day may be used).

    Pet roborant will cure any affliction the pet has and will make it immune to ailment the next day (only one per day may be used).

    Dawn Mulsum will grant the pet 50% energy recovery and will not fill the pet at all (only one per day may be used).

    All other pet food will give 1/3 fill to pet.

    Teaching

    Talking with your pet will teach various traits based upon which <mainjob> the player is on when they talk to the pet.
    Examples
    WAR: Double Attack +2
    MNK: Max HP Boost +2
    WHM: Magic Defense Bonus +4
    BLM: Magic Atk. Bonus +4
    RDM: MAB & MDB +2
    THF: Evasion +2%, Crit dmg +1% & Treasure Hunter +0.34
    PLD: PDT-2% & Defense +2%
    DRK: ATK+3%
    BST: Killer Effects +3
    BRD: Crit Defense +4
    RNG: Accuracy +3%
    SAM: Store TP +4
    NIN: Subtle Blow +4
    DRG: Haste +1
    SMN: Max MP Boost +2
    BLU: All stats +2
    COR: Ranged Acc./Atk. +5%
    DNC: Save TP +10
    SCH: MAB & Max MP Boost +2
    RUN: MDT & Magic Evasion +2
    ...unsure what to use for PUP &amp; GEO atm.

    Each teaching builds to a new tier bonus.

    'Teachings since last Upgrade'='Bonus Tier'+1
    'Bonus Tier'

    IE: Upgrade @ Teaching #0,+1,+2,+3,+4,+5,+6,+7,+8... TH3 would make the pet weak in all other areas
    If adding '!' to denominator: +1,+1,+2,+6,+24,+120 makes TH2 impossible.

    Exercise
    Exercising with your pet will Grow an affinity towards one of several jobs: WAR, MNK, WHM, BLM, RDM, THF, or PLD.
    Job the pet gains an affinity with is dependent upon which exercise routine chosen. On day 15 its main job is chosen from whichever routine was done the most.
    After day 15, the ability to unlock other jobs becomes available. A total of five exercises must be done to unlock a job. Each exercise will drain 50 energy.

    On day 15, you will be given a card &amp; (if first time) a 'leash.' Thus allowing you to start training it.

    Training
    The pet starts at level one. Bringing it out to the field with the 'leash' and killing monsters will grant it exp allowing it to gain levels like the 'Adventuring Fellow' NPC. Unlike the NPC it takes the place of pet called with call beast/charm and stays out regardless of how many enemies are felled, until it tires out. (KO'd or reaches duration from its affection rating)

    The pet gains levels all the way to player's cap without Genkai quests.
    At lv.99 The first in a line of genkai quests is flagged. The quests are completed by giving your pet a particular drop from an NM.
    (no reason for level cap quests to be added at this point for 50-99, just use player's level cap)
    Player Level +6: unlocked from feeding your pet an item gained with Bayld.
    +11(lv.110): from feeding your pet an item gained with obsidian fragments.
    +16: from feeding your pet an item gained with plasm.
    +21 or more: drops from delve NMs / Wildskeeper reives.

    /pet "Ready"
    A pet has three abilities able to be set. To set an ability, talk to the NPC next to the one you raised it with. Based on its current Job, a number of abilities & spells will be available.

    Changing the pet's job will reset all three to 'n/a' and must be set again.

    Each ability has a set value # of charges needed to use it, just like any jug pet would naturally have.

    affection
    Affection takes a similar turn as the Adventuring Fellowship NPC.

    Doing Any action in the raising process & calling it with the 'leash' increases affection +1.

    Changing which pet is called with the 'leash' lowers affection -1 & tossing the 'leash' lowers affection -5 on the pet you attempt to assign when you pick up a new 'leash.'

    Terms used

    Leash: Item your pet can be assigned to in order to call it when needed.
    Hands Lv.5 Jobs: BST <x/x 0:30[3:00:00, 0:30]>
    Ranch: the place the pet was raised & where it stays when not attached to your 'leash'; possibly on your personal archipelago in Adoulin.


    I write about and try to move others on this because I would like a R/M/E grade pet that takes that kind of time to get and upgrades alongside new content, so they won't become irrelevant.

    The reason for multiple jobs & possible multiple pets is so the BST can choose which one to prepare for an event so we can exploit weaknesses of wild animals.

    It would take over a month just to make a pet on par with current jug pets; far longer to make one on par with a relic weapon, and longer still to make one on par with a delve weapon.

    I don't know about other people, I greatly prefer less randomness in the raising process as it'll take a month before one is raised and another can start getting raised.

    I know SE's Dev team has a lot on their plate. I don't expect it anytime soon. I do hope to see it added to their plan of additions for the future.

    I think that's about as understandable as I can make my thoughts. What do you guys think?
    I prefer the first upgrade path but the one in bold is what I expect.
    (1)
    Last edited by Chimerawizard; 05-21-2013 at 04:03 AM.

  2. 05-16-2013 12:36 PM

  3. #42
    Player Volarione's Avatar
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    Jul 2012
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    107
    Character
    Volarione
    World
    Siren
    Main Class
    DRG Lv 91
    I actually really like this idea. I want an ochu.
    (1)

  4. #43
    Player Chimerawizard's Avatar
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    Quote Originally Posted by Volarione View Post
    I actually really like this idea. I want an ochu.
    Do you mean Ochu like from FFVIII that looks like Morta or like a malboro?
    I would like them to add each normally charmed species at the start, then expand it with more uncharmable and HNM grade monsters.
    (0)

  5. #44
    Player Volarione's Avatar
    Join Date
    Jul 2012
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    107
    Character
    Volarione
    World
    Siren
    Main Class
    DRG Lv 91
    Quote Originally Posted by Chimerawizard View Post
    Do you mean Ochu like from FFVIII that looks like Morta or like a malboro?
    I would like them to add each normally charmed species at the start, then expand it with more uncharmable and HNM grade monsters.
    Sorry meant Marlboro I always call them ochu.
    (0)

  6. #45
    Player Chimerawizard's Avatar
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    Apr 2011
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    It's understandable since malboros in this game have the name ochu. So ochu really are just another malboro if this games ochu is what pops in your head.
    For me it's carding in ff8 an ochu time and time again to make a weapon for his teacher...can't remember how to spell her name.

    Also, thanks for the bump. I thought I might be the only one who wants this kind of system added.
    (0)

  7. #46
    Player Karbuncle's Avatar
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    Mar 2011
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    Bumping this cause an Idea mentioned by Damane on Bluegartr.com got me thinking, This personal beast companion could be implemented via Monstrosity. Once you hit 99 in Monstrosity, you can register that Beast as a Personal companion and assign it Instincts. The cap of the monster would be the same as your current I.lv (How bst pets normally work).

    Basically the original post

    on another note, instead of constantly adding new jugs for BSTs, why doesnt SE let BSTs create their own pet via monstrosity so they can customize their own pet via instincts/species choice etc. that is autocaped at ilvl (insert main hand weapon here) when BSTs call them with call beast. NOW THAT would be interesting for BSTs.
    Its a great idea, can borrow the same basic principles of this Threads idea, but implement it through an already in game system with much work.
    (6)

  8. #47
    Player
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    Dec 2013
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    That would be excellent!
    (0)

  9. #48
    Player dasva's Avatar
    Join Date
    Jul 2012
    Posts
    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    Quote Originally Posted by Karbuncle View Post
    Bumping this cause an Idea mentioned by Damane on Bluegartr.com got me thinking, This personal beast companion could be implemented via Monstrosity. Once you hit 99 in Monstrosity, you can register that Beast as a Personal companion and assign it Instincts. The cap of the monster would be the same as your current I.lv (How bst pets normally work).

    Basically the original post



    Its a great idea, can borrow the same basic principles of this Threads idea, but implement it through an already in game system with much work.
    I love this idea. Just want to clarify ilvl weapon just replaces your level when determining what level you pet can be. Caps are still the same based on that jug. So what I think you mean is basically make this pet uncapped so he will be called at your ilvl
    (1)

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