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Old 05-26-2016, 02:28 AM
Baler Baler is offline
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Quote:
Originally Posted by iruinedyourday [You must be logged in to view images. Log in or Register.]
I got a good laugh outa this
Pay no attention to this bard.
He is borderline ignore list. Since I first joined the community.
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  #2  
Old 05-25-2016, 08:56 AM
Baler Baler is offline
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The best part is that no one explains or gives real proof.
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Old 05-25-2016, 09:12 AM
Troxx Troxx is offline
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Early in the game:

All pets have comparable melee (fire melee damage is lower though)
-Earth has highest hp and casts a damage-less nuke
-Water has 2nd highest hp and casts a nuke ... paired with higher melee dps it will out dps the others
-Air has the 3rd highest hp and casts a damage-less stun ... no more or less dps than earth
-Fire has the lowest hp and the weakest damage output (no kick/bash) but casts a pretty good nuke on top of an overpowered self damage shield. Not tanking it's dps is worse than the water and maybe as good as air/earth (not sure if parsed). While tanking it will run circles in damage output over the other pets.

Early on?
Water will do the most dps in a group. It's a nice mix of dps and survivability
Earth is the tankiest
Air is meh unless you need stun ... and even then meh
Fire is not great for groups, it has low HP but is excellent for soloing

At high levels water gets backstab, air gets a nuke component to stun, earth tanks like a beast.

When in doubt, all the specifics can be found here:

http://wiki.project1999.com/Pet_Guide
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Last edited by Troxx; 05-25-2016 at 09:18 AM..
  #4  
Old 05-25-2016, 09:19 AM
azeth azeth is offline
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as soon as you can chain pet, chain pet with fire to Dyzzils Deafening Decoy. Then chain with that to 60.

end.
  #5  
Old 05-25-2016, 09:53 AM
mr_jon3s mr_jon3s is offline
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Quote:
Originally Posted by Troxx [You must be logged in to view images. Log in or Register.]
Early in the game:

All pets have comparable melee (fire melee damage is lower though)
-Earth has highest hp and casts a damage-less nuke
-Water has 2nd highest hp and casts a nuke ... paired with higher melee dps it will out dps the others
-Air has the 3rd highest hp and casts a damage-less stun ... no more or less dps than earth
-Fire has the lowest hp and the weakest damage output (no kick/bash) but casts a pretty good nuke on top of an overpowered self damage shield. Not tanking it's dps is worse than the water and maybe as good as air/earth (not sure if parsed). While tanking it will run circles in damage output over the other pets.

Early on?
Water will do the most dps in a group. It's a nice mix of dps and survivability
Earth is the tankiest
Air is meh unless you need stun ... and even then meh
Fire is not great for groups, it has low HP but is excellent for soloing

At high levels water gets backstab, air gets a nuke component to stun, earth tanks like a beast.

When in doubt, all the specifics can be found here:

http://wiki.project1999.com/Pet_Guide
Don't forget high level air pet has a monk like kick that hits for high damage. Fire pet is just trash after the 49 one.
  #6  
Old 05-25-2016, 10:00 AM
Troxx Troxx is offline
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A common misconception is that the monk pets (air or skeleton for necro) is imbued with tanking bonuses via evasion like the monk class.

This assumption is patently false but was widely believed on live EQ servers up to 2015.

I parsed it extensively on live. The avoidance on the pets of various summon types is identical. Earth on live does have the highest innate ac and fire the lowest, but their mitigation was shockingly similar, especially if given gear or ac buffed.

From a tanking perspective, the only practical difference between the pet types is the HP pool (which is substantial).

I figure p99 is similar to live. Unless the devs specifically coded difference in the per pet summon per level_summon (I bet they didn't), the air pet is not going to avoid better.

The air pet WILL stun the mob from time to time which WILL result in fewer melee rounds from the opponent.

But air pet does not avoid (dodge/parry/block/whatever) better.

This is and was easily parsed on live and could be here as well. On live it was really easy to parse because you could turn off all filters, engage with pet, pet back off and hold and let the mercenary (or 2-3) heal the pet for hours. Repeat the process with all 4 pet archetypes and it was shocking to see that they all mitigated about the same, and avoided about the same.

Pets behave like npcs ... it's why they benefit from given gear and buffs so much more than players. There are no hard or soft caps for shit like ac.

EDIT: project99 may function very differently than live eq with pet aas. It was found that WHAT made pets such overpowered tanks was the interaction of their base stats as summoned, amplified by gear given and buffs, and turbo-amplified by the pet defensive/avoidance lines of aa's that made pets tank like monsters. Up until I parsed it (in 2015) and posted a bunch of shit on SoE live forums (yeah that guy was me for any that played at the time) - a group focused pet would mitigate/tank circles around raid geared warriors cycling their disciplines. It was ultimately determined (and later fixed/nerfed) that the breakdown in the system was the aa lines for bolstering pets.

It is possible that aa's are responsible for all pets avoiding the same on live in 2015, but I doubt it.

All said, easy to parse for a mage who wanted to actually figure out how it works server-side here.
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Last edited by Troxx; 05-25-2016 at 10:09 AM..
  #7  
Old 05-27-2016, 09:09 PM
Heavydrop Heavydrop is offline
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Quote:
Originally Posted by Troxx [You must be logged in to view images. Log in or Register.]
Early in the game:

All pets have comparable melee (fire melee damage is lower though)
I have not found this to be true.
They all do the same melee damage, depending on the level of each individual pet as they vary per summon.

Personally, I like having all the tools available for whatever situation may arise therefore I use whatever pet fits the situation best.
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  #8  
Old 05-28-2016, 02:23 AM
Victorio Victorio is offline
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Quote:
Originally Posted by Heavydrop [You must be logged in to view images. Log in or Register.]
I have not found this to be true.
They all do the same melee damage, depending on the level of each individual pet as they vary per summon.
You didn't notice leveling up that fire pets are always the first to go green? And they got melee skills later / missed some skills?

If you find the average melee damage output from a large sample of fire pets from the same spell level and compare to a sample of water pets I guarantee fire is lower for any spell level.
  #9  
Old 05-25-2016, 04:56 PM
Thugnuts Thugnuts is offline
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Assuming you have focus items:

- Water pet is best solo pet until middle levels, imo. Great dps, very good survivability. IIRC, they also regenerate their hit points faster than the other pets.

- When you hit mid levels and chain casting pets becomes viable mana-wise, switch to fire pet and chain them. Just make sure you give each pet enough time to DS itself.

- From 49+, Earth pet for soloing is my favorite. The fire pets after 49 are shite. The survivability of the earth pet is awesome at high levels, the damage shields you have by then are cheap on mana, and they hit hard. Use a burnt wood staff for late 40's and early 50's, maybe dump one of your high damage regular nukes as well, and you get full xp.

- For grouping 50+, I use earth if my pet will need to take some hits. If I'm in a group with various meat shields taking all the damage, I use the water pet and position him behind mobs so that he can backstab.
  #10  
Old 05-26-2016, 01:13 AM
mr_jon3s mr_jon3s is offline
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Quote:
Originally Posted by Thugnuts [You must be logged in to view images. Log in or Register.]
Assuming you have focus items:

- Water pet is best solo pet until middle levels, imo. Great dps, very good survivability. IIRC, they also regenerate their hit points faster than the other pets.
As someone who played a mage I feel fire was the best solo leveling pet. The DS counts as neutral damage which means you could get away with nuking less to do the required 51% damage to the mob to get full exp.
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