Ranger Pets
Posted: Sat Dec 10, 2016 5:58 pm
Ranger pets are way to overpowered right now. They were never intending on getting that high of damage at all. It's a serious pain in the ass to adjust so I want to bring it up.
First off, a ranger does deal lower DPS. OAD bow and arrows is 155-194. To compare, a Knight does 167-224. However, that's 20 STR. Knights will probably have more than that too, while rangers often don't pick the higher STR ones, or at least, should not. There is an issue right now I have to bring up on top of this involving that.
First, we have pets now that are damaging for 175 max with gear. Way to high.
Second, regardless of amount of attacks, they deal the same damage. Typically pets with more attacks should damage a little less to even it out.
Third, pets with more attacks should have less taunt, aka, not good in PVE.
Fourth, Charisma has no play in this. This means someone could make a taming ranger, then give it to a saurian ranger, and suddenly they have heavy DPS and a super pet. This is a bit OP.
Fifth, gear has not been changed and was a after sight. I totally forgot about this, but the iron gear boosts damage by 30 points.
All of the above plays a role in derpage. It's a heavy system I worked on, but it's also now a system that's hard to balance. The biggest issue is that the pet values are hard coded, So I'd need to edit all rangers manually. This is a straight up pain in the ass and all pets might need to be wiped for this (though I'll try to credit something back like a one time 100% capture shard).
I want to get this fixed before doing this though. Right now, it just takes the stats of the pet you killed and adds it to a shard when captured. Pets can have higher AGI/etc which makes uniqueness.
The two ideas I had is>
A. Simply lower the STR a good deal, and then add a player charisma bonus to all the stats. For example if skeletal beast does 80 damage after the STR dip from capturing, then add +2 damage per additional charisma point making 120 damage.
B. Charisma plays a huge part in it. And then the pet you captured gives it a SMALL bonus instead. I.E. 20 charisma at level 25 might give 80 damage (so 4 points of damage per charisma), and then the pet captured is an additional 20 damage. All the stats would be based on something like this, but this would make pets less unique but easier to balance. So kind of opposite way of A.
We also need to include the attacks and lower the damage maybe by 15-20% if the npc has 2 vs 3 attacks lets say.
However, what would people think is a good way of handling this? A. B. Something else? What do people think is a good 'damage' for these guys. Remember, they FOCUS on whatever your attacking currently. They are SMART.
First off, a ranger does deal lower DPS. OAD bow and arrows is 155-194. To compare, a Knight does 167-224. However, that's 20 STR. Knights will probably have more than that too, while rangers often don't pick the higher STR ones, or at least, should not. There is an issue right now I have to bring up on top of this involving that.
First, we have pets now that are damaging for 175 max with gear. Way to high.
Second, regardless of amount of attacks, they deal the same damage. Typically pets with more attacks should damage a little less to even it out.
Third, pets with more attacks should have less taunt, aka, not good in PVE.
Fourth, Charisma has no play in this. This means someone could make a taming ranger, then give it to a saurian ranger, and suddenly they have heavy DPS and a super pet. This is a bit OP.
Fifth, gear has not been changed and was a after sight. I totally forgot about this, but the iron gear boosts damage by 30 points.
All of the above plays a role in derpage. It's a heavy system I worked on, but it's also now a system that's hard to balance. The biggest issue is that the pet values are hard coded, So I'd need to edit all rangers manually. This is a straight up pain in the ass and all pets might need to be wiped for this (though I'll try to credit something back like a one time 100% capture shard).
I want to get this fixed before doing this though. Right now, it just takes the stats of the pet you killed and adds it to a shard when captured. Pets can have higher AGI/etc which makes uniqueness.
The two ideas I had is>
A. Simply lower the STR a good deal, and then add a player charisma bonus to all the stats. For example if skeletal beast does 80 damage after the STR dip from capturing, then add +2 damage per additional charisma point making 120 damage.
B. Charisma plays a huge part in it. And then the pet you captured gives it a SMALL bonus instead. I.E. 20 charisma at level 25 might give 80 damage (so 4 points of damage per charisma), and then the pet captured is an additional 20 damage. All the stats would be based on something like this, but this would make pets less unique but easier to balance. So kind of opposite way of A.
We also need to include the attacks and lower the damage maybe by 15-20% if the npc has 2 vs 3 attacks lets say.
However, what would people think is a good way of handling this? A. B. Something else? What do people think is a good 'damage' for these guys. Remember, they FOCUS on whatever your attacking currently. They are SMART.