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Simple Pet Fix

pantagruel01pantagruel01 Posts: 7,091 Arc User
edited March 2019 in Suggestions Box
The problem with pets is that their sustained dps can't be very high (or they're overwhelmingly good in content where they don't die), but that makes them trash in situations where they do die. The easy fix is heavily front loaded damage.

Currently, ritual of ebon summoning r3 does 73 damage with fire strike and 364 damage with fireball (base, before damage bonuses and damage resistance); every 15s it uses fire strike 7x and fireball once for a total of 875 damage. Thus:
Live 5s: damage 437
Live 15s: damage 875
Live 30s: damage 1,750
Live 60s: damage 3,500
Live 120s: damage 7,000
Now, just change fireball to about 4s charge time, 120s cd, and 8x damage (2912). Since critters are spawned with abilities off cd, we now have:
Live 5s: damage 2,912
Live 15s: damage 3,277
Live 30s: damage 3,828
Live 60s: damage 4,923
Live 120s: damage 7,113

With an ordinary setup, you'll roughly double damage output. For a power that takes 2.17s that won't really appeal to dps, but on something like an AoED support using commander specs you'd average close to 10k; with the faster summon ability rotating summons could actually be a competitive dps build (though only one could be a sorcery summon at 1.42s, the others have to be either r2 sorcery or non-sorcery at 1.83s).
  1. Air Elemental: boost damage and cd of Thunderstrike (r2 and above)
  2. Arcane Summoning: boost damage and cd of eye beams (r2 and above)
  3. Arctic Beast: boost damage and cd of Frost Breath (r2 and above)
  4. Attack Toys: boost damage and cd of rocket launcher. Cap replica toys at 1 to avoid issues.
  5. Command Animals: needs a new ability.
  6. Munitions Bots: boost damage and cd of Micro Munitions
  7. Primal Summoning: boost damage and cd of primal lightning.
  8. Radiant Summoning: boost damage and cd of Condemn (r2 and above)
  9. Support Drones: needs a new ability.
  10. Tyrannon's Familiar: boost damage and cd of Throw Rocks.
  11. Void Horror: boost damage and cd of both Void Ravage and Feed on Fear.

The only coding required is adding new powers to support drones and command animals (not sure if the transforms on muni bots and support drones create new entities, if so you'd need to prevent transform exploits) and the cap on controllable pets.
Post edited by pantagruel01 on

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    spinnytopspinnytop Posts: 16,450 Arc User
    I think a big issue with pets is that when players think about them they're only thinking about them at 1 cosmic, when the fact is that everywhere else pets are very strong.​​
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    spinnytop wrote: »
    I think a big issue with pets is that when players think about them they're only thinking about them at 1 cosmic, when the fact is that everywhere else pets are very strong.​​
    No, they aren't really. On a dps setup, a rank 3 controllable pet that never dies is around +150 dps, or maybe a bit less because of its effect on energy management. That's a decent but not spectacular add-on power. However, every time it dies and gets resummoned, it's costing you about 18k damage for the time and energy you spent on it instead of DPSing, so if it dies more than once every 120s you're better off leaving it dead. It's better for a pet-optimized build, you'll get more like +250 dps per pet and they don't cost as much to resummon, but still, if it dies more than once per 60s (which it will at any cosmic) you're likely better off leaving it dead.

    Uncontrollable pets, as they have limited lifespan, do not take as long to pay off, but are also not what I'm talking about.
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    spinnytopspinnytop Posts: 16,450 Arc User
    Eh, I think it hampers your efforts the way you only think about pets as if they were DoTs.​​
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited March 2019
    spinnytop wrote: »
    Eh, I think it hampers your efforts the way you only think about pets as if they were DoTs.​​
    They're DoTs that can function as soaks when blowing through chaff?
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    spinnytopspinnytop Posts: 16,450 Arc User
    When fighting groups of NPCs a few pets can be better than having a defensive passive. Keep in mind that "chaff" is the majority of this game's content. You always have to keep that in mind.​​
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    spinnytop wrote: »
    When fighting groups of NPCs a few pets can be better than having a defensive passive.​​
    Having pets to soak up mob aggro isn't a bad thing, but something like march of the dead or summon shadows does the work of several controllable pets there.

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    areeeareee Posts: 830 Arc User
    The highest dps pets are the munibots in turret mode. Even they don't do that much damage compared to a single player skill. The only thing they outdo are the energy builders. It takes an army of them for pets to seem viable. With AoRP they can take some punishment, with AoED their crits take advanatage of black lightning multiplying their dps by 3.
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