![]() |
|
#11
|
||||
|
Quote:
Krey
__________________
LFG? LFM? www.p99lfg.com - Spread the word!
| |||
|
|
||||
|
#12
|
|||
|
Just reference to the OP...
Information relevant to the specific question, and understanding how the mechanics work for pets and players... Weapon dmg formula... http://wiki.project1999.com/Game_Mechanics __________________________________________________ _____ Weapon Damage / Efficiency Weapon damage can be figured by using this formula: Average_Slash = (2 * Weapon_Base) + Bonus_Modifier + STR Modifier Damage Cap Damage cap = (dmg * 2) where dmg is the weapon's stated damage. levels 1-9 - damage cap is 20 levels 10-19 - damage cap is 28 Levels 20-29 - damage cap is 60 30+ - lifted, can do 2x weapon damage or more based on class The dmg*2 formula is true until lvl 28 where you get 1 bonus damage every 3 levels to your main hand attack. So at level 50 you get 8 extra bonus damage: main hand = (dmg*2)+8 off hand = dmg*2 __________________________________________________ ___ Pet damage information... http://wiki.project1999.com/Pet_Guide Lets use the LV 8 mage fire pet as an example... That pet has a dmg range of 10-16. So 16 is camp dmg. The above dmg calculations tells us this means the pet's innate dmg is 8 (8*2=16). Your not going to increase the pet dmg unless you provide a weapon that has a higher dmg than 8. Delay is ignored for the weapon speed. Dmg on the weapon is ignored unless it is higher than the base. What is delay used for?... for swapping weapons with pets. If the pet has a weapon equipted, it will not equipt the new one unless it has a lower delay. So if you have a better dmg weapon you want a pet to use, replace the pet with a new one before giving the better weapon(s). See info here... http://wiki.project1999.com/Game_Mechanics __________________________________________________ _________________ Pets: "Classic pet experience distribution." (?) NPCs/pets can equip items in all slots. NPCs/pets can swap weapons if the new weapon has a lesser delay. Pet damage increases if given a weapon with damage higher than their innate damage. Warrior NPCs/pets bash more frequently than kick. No out of combat regen bonus for pets. (this does not apply to sit regen bonus) Higher level pets Magician, Necromancer, and Shadowknight will automatically dual wield. Otherwise, pets only DW if given two weapons. (Blue only) __________________________________________________ _______________________ Finally, as a reminder... check out online information for any weapons that may have hidden tags for "Not Pet Equipable". Example; http://wiki.project1999.com/A_Weighted_Axe "Note: Pets cannot use. " is right under the stats pic. So... I don't know what lv your pets are, but you will need to check the cross ref for max damage so you know what the dmg rating innately is, to know what weapon would increase the base dmg. Other wise, the reasons to give pets a weapon... They do not innately dual wield. Giving them 2 weapons after certain lvs will mean they ignore both dmg/delay but wil now dual weild their base unless your weapons are a dmg improvement. Dmg type... if you want specifically them to pierce, bash, or slash... dmg type is used based upon the weapon. As mentioned, weapon procs. Also innate states. HP gear can be used by pets... for example. Finally... fashion. So... the final answer is, there isn't a simple list as lvs and pets will change that. But the above information will empower you to correctly know if certain weapons would be an improvement. Krey
__________________
LFG? LFM? www.p99lfg.com - Spread the word!
| ||
|
Last edited by Kreylyn; 01-14-2015 at 06:11 PM..
|
|
||
|
#14
|
|||
|
This has taught me heaps!
Thanks! | ||
|
|
|||
|
#15
|
|||
|
I noticed my chanter giving his pet http://wiki.project1999.com/Adamantite_Band the other day in the crypt... Pretty clever, upon charm break it has -20MR already beside any tash debuff.
| ||
|
|
|||
|
#16
|
||||
|
Quote:
__________________
Impotent Rage - 59 Ranger
Hidying Imdad - 22 Cleric Yumyums Inmahtumtums - 60 Enchanter | |||
|
|
||||
|
#17
|
|||
|
Steel hilted flint dagger
| ||
|
|
|||
|
#18
|
|||
|
being able to loot your items back from charmed pets has opened up a lot of possibilities.
its important to remember that where there are duplicate slots (rings, ears, bracers) the pet will only other equipping one of them. so don't bother giving it two of those adamantite bands, it will only get the benefit from one of them. My typical pet set consists of a steel hilted flint dagger, two sarnak liberators, an adamantite band, rusty spiked shoulderpads, and a tola robe. (CoF haste at a fraction of the price) having an extra liberator is nice when you don't have something level 50 to charm that can proc the dagger. the liberator also does 80dmg and has a VERY low proc level requirement so it will work on pretty much everything you chose. some other interesting things you can chose: Incandascent Wand - Enchanter AE stun. procs at 20. Lasts a solid 6 seconds. This may feel dangerous due to the stun on breaks but with your buffs and gear you are going to pretty much always resist it. Dawnfire, Morningstar of Light - Great alternative to the steel hilted flint dagger if you are in an undead area. procs earlier so you do not need to have a 50 pet, not lore, and you don't have to worry about it backfiring since its undead only. earlier proc than the staff of undead legions as well with the disadvantage of being very expensive. | ||
|
|
|||
|
#19
|
|||
|
that'd be a sad day if you got emergency afk, trained by a bunch of stuff, etc. and your pet died with all those toys heh.
| ||
|
|
|||
|
#20
|
|||
|
Will a tome of the eternal function as a torch by allowing the charmed pet to DW, while also giving the mob -10 MR?
| ||
|
|
|||
![]() |
|
|