View Full Version : Enhance: Summoning AA question
Winter12345
12-27-2011, 06:09 PM
<p>I just wanted to clarify what this AA does. When it says "reduces casting timer of primary pet summoning spells," does that mean the casting timers for the summoning spells for the air, earth, and fire MAIN pets? Does the AA also affect the casting timers for the dumbfire pets? Like the aqueous hunters, fire dumbfire, etc? </p><p>The AA also grants increased mitigation, but im confused if it increases the master's mitigation or the pet's mitigation...as it says "increases caster's mit by x"</p><p>Thanks.</p>
Banditman
12-28-2011, 03:07 PM
<p>Don't even sweat the dumbfire pets. Take them off your hotbars.</p><p>Mitigation is applied to pet, really only useful for the tank pet against super hard heroic mobs since the amount granted is so small. Let's face it, when I'm over here rockin 40k resists and this buff is giving my pet a whopping 1600, it's not something that's going to save him.</p>
Jiraiya-of-Aphadrim
12-28-2011, 04:15 PM
<p>I wouldn't dismiss it. Because the pet has so few resis/miti, 1600 makes quite a difference (diminishing returns). Have a look at the percentage value with and without it. Can make the difference between one shot and survival. And even with 300 AA it's easy to get the necessary points. Even more with 320.</p>
Banditman
12-28-2011, 05:16 PM
<p>The problem isn't the percentage gain, the problem is the overall effect. This is a little deep for this particular thread, but here goes anyway.</p><p>Damaging effects are designed and built to kill players. Yes, I'm stating the obvious. Work with me here. The problem is that our pets don't have anywhere near the same HP / Mitigation numbers as players, as has been noted here and elsewhere.</p><p>So, maybe you've got this effect designed to kill me or at least damage me severely. I'm sitting here at 40k HP, 40k resists. Maybe that works out to 75% mitigation. Developers know that I've got this, they designed the itemization, right? So if they want to kill me or hurt me badly, this effect needs to transmit at least 35k damage after all my mitigations and wards are accounted for.</p><p>In order to impart that much damage on me, the incoming effect needs a raw value of 140k, just to hit me with 35k damage. I've probably got 15k wards on me, assuming I am not the tank. So even this massive 140k hit really only deals 20k damage.</p><p>Now, look at the pet. He's got what, 5k mitigation? Maybe 15 . . 20%? He's still gonna take 112k! That's just not gonna work. The pet has half my HP and less than half of my mitigation.</p><p>Effects are designed to cut through player HP and mitigation, and unfortunately, that amount of damage just trashes pets due to their complete lack of gear / mitigation / hp.</p><p>Honestly, it's a ridiculous and stupid situation but it's developed this way over time and getting SOE to really fix the problem is an impossible task. If it doesn't kill me, it shouldn't kill my pet. It doesn't have to be any harder than that, but it is.</p>
Jiraiya-of-Aphadrim
12-29-2011, 07:18 AM
<p><cite>Banditman wrote:</cite></p><blockquote><p>The problem isn't the percentage gain, the problem is the overall effect. This is a little deep for this particular thread, but here goes anyway.</p><p>Damaging effects are designed and built to kill players. Yes, I'm stating the obvious. Work with me here. The problem is that our pets don't have anywhere near the same HP / Mitigation numbers as players, as has been noted here and elsewhere.</p><p>So, maybe you've got this effect designed to kill me or at least damage me severely. I'm sitting here at 40k HP, 40k resists. Maybe that works out to 75% mitigation. Developers know that I've got this, they designed the itemization, right? So if they want to kill me or hurt me badly, this effect needs to transmit at least 35k damage after all my mitigations and wards are accounted for.</p><p>In order to impart that much damage on me, the incoming effect needs a raw value of 140k, just to hit me with 35k damage. I've probably got 15k wards on me, assuming I am not the tank. So even this massive 140k hit really only deals 20k damage.</p><p>Now, look at the pet. He's got what, 5k mitigation? Maybe 15 . . 20%? He's still gonna take 112k! That's just not gonna work. The pet has half my HP and less than half of my mitigation.</p><p>Effects are designed to cut through player HP and mitigation, and unfortunately, that amount of damage just trashes pets due to their complete lack of gear / mitigation / hp.</p><p>Honestly, it's a ridiculous and stupid situation but it's developed this way over time and getting SOE to really fix the problem is an impossible task. If it doesn't kill me, it shouldn't kill my pet. It doesn't have to be any harder than that, but it is.</p></blockquote><p>And? That's nothing new and I said pretty much the same in other threads already. The AAs is only a small help to remedy that but it's better than nothing. Actually the reasons you brought up (that the pet has so few resis/hp) is what makes this AA interesting <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />.</p><p>So far it is manageable, this AA and reanimate made things easier, even in Drunder HM pet can survive AEs if the mob is well debuffed. But since we won't get a lvl increase soon the problem will only become worth. I fear in Plane of War most AEs will one shot the pet (they already do on some mobs). Chanter pets are already pretty much useless. No idea about beastmasters, how well they can keep their pets alive. I hope their pets are dying as easy as chanter pets, would force SOE to do something if their new super class which is one of the few reasons to buy the addon is useless on raids ^^.</p><p>We need shared resis and shared HP. If I have 45k hp solo, my mage pet should have in the 30-40k range. I know there is the issue with Soulburn but there are ways to fix that and I can't think of a reason why we won't get shared resis/miti. What would also be a big help, if Vehement Skin absorbs all damage and not only melee. Or give us an AE Immun like the necros have (and I know it has it's drawbacks too). I know we have the mystical proc (and bubble) and it's a great help, but can't be compared to one that is permanent.</p>
Mohee
12-29-2011, 08:42 AM
<p>At least the conj scout pet as a permanent AE Immune buff right?</p><p>Now if only the scout pet could dps... hmmmmm.....</p>
Banditman
12-29-2011, 11:02 AM
<p>What I really can't understand is how the BL melee pets actually work properly, but the Summoner melee pets do not. I just can't fathom it. Because make no mistake about it, BL melee pets absolutely do work.</p>
Winter12345
12-29-2011, 06:18 PM
<p><cite>Banditman wrote:</cite></p><blockquote><p>Don't even sweat the dumbfire pets. Take them off your hotbars.</p><p>Mitigation is applied to pet, really only useful for the tank pet against super hard heroic mobs since the amount granted is so small. Let's face it, when I'm over here rockin 40k resists and this buff is giving my pet a whopping 1600, it's not something that's going to save him.</p></blockquote><p>Thanks for clearing up the mitigation part <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>However, the dumbfire pets are actually very useful for me as I am only lv 39 (locked for pvp in nagafan). Does the AA affect the casting timers for summoning them?</p>
Jiraiya-of-Aphadrim
12-29-2011, 09:56 PM
<p><cite>Intercede@Nagafen wrote:</cite></p><blockquote><p>However, the dumbfire pets are actually very useful for me as I am only lv 39 (locked for pvp in nagafan). Does the AA affect the casting timers for summoning them?</p></blockquote><p>No, they had some extra AA but that got removed with the last revamp because they are useless and SOE seems to have given up on swarm pet spells. In lower tiers without much crit/potency/crit bonus they may do decent damage. They did back than in t5/t6. But after that they become useless and communion is buggy, it cancels the pet buff fire from within.</p>
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