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@Mesana, @Kyronix, Please change T. point value of Magery/Eval, and Necro/SS for pets? About time?

Discussion in 'UHall' started by celticus, Feb 6, 2019.

  1. celticus

    celticus Babbling Loonie

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    Pets spawning with innate magery/Eval, and Necro/SS have lots of points invested in these from the getgo, and the points are lost when you change to other spec, like Chiv, SW, Disco, etc. Completely wasted. These 4 are weaker as value for pets as compared to the others mentioned. Lowering the TP value of these would benefit lots of pets, including:
    Some legacy pets like banes, dreads, and most if not all current draconians, nightmares, and all magery and necro using pets. Lots of these pets are really TIGHT in points, and spec.ing them as things are now, leads to mostly sub-optimal designs.
    The points regained from such change will be a little step to improve these pets.

    Can you please look into this?

    We thank you!
     
    MalagAste likes this.
  2. celticus

    celticus Babbling Loonie

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    I would really appreciate any posts from folks on this subject! What are your thoughts?
     
  3. PlayerSkillFTW

    PlayerSkillFTW Certifiable
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    @Kyronix @Bleak
    Yeah, Magery+Eval or Necro+SS costing 1,500 Training Points worth of a pet's budget does hold back a number of pets by giving them a higher slot count upon spawn. Especially considering there's such a large difference in the amount of damage that each Magic type puts out. Necro is near the bottom of the barrel in damage output, and yet it eats up so many points. Ossein Rams end up very tight on points due to spawning with dormant Necro, and they're best when you switch them to Chiv+AI.
    Natural Necromage capable pets, such as Imps, Dread Spiders and Shadow Wyrms end up blowing 3,000 points worth of their budget on those magics. If Magery+Eval and Necro+SS were budgeted like the other magics, then it would be 500 Points for them, 1,000 total for a Necromage pet.

    Not to highjack the thread, but speaking of Shadow Wyrms, they really should spawn with up to 150 Stam and 120 Wrest after tame, in order to make them competitive with leveled pets, at least in terms of damage output. I love the idea of Shadow Wyrms being a glass cannon pet.
     
    celticus likes this.
  4. celticus

    celticus Babbling Loonie

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    Yes please! These are the most important changes changes that we all have been waiting for. And will not make these poor pet OP. It will make them a lot more useful and used by players.
     
  5. Laura_Gold

    Laura_Gold Lore Keeper
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    Or we could hijack the thread and the shadow wyrms the other way: make them spawn as 3-4 slot pets instead of 5-slotters.
     
  6. Keith of Sonoma

    Keith of Sonoma Grand Inquisitor
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    I think the end result of changing the value of the "innate magics" on existing "magical" pets would accomplish this goal.
     
  7. PlayerSkillFTW

    PlayerSkillFTW Certifiable
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    Shadow Wyrms used to be capable of spawning as 4 slots when Pub 97 was first on TC, then too many people complained about their Health being halved after tame, so the devs allowed them to have full Health after tame, which made them always spawn as 5 slots. That was before the revert code was put in though. Now, with their up to 1,030 STR, up to 600 Health, and Magery+Necro, it's impossible to get a 4 slot Shadow Wyrm to spawn.
    Changing how much intensity that Magery and Necro take up, from 1,500 each to 500, would free up 2,000 intensity points on the Shadow Wyrm, which should allow for 4 slot Shadow Wyrms to spawn on the lower end. They'd be 6,806-7,652 intensity range then. Trainable Animal Bestiary | uo-cah.com

    Edit: Had to check the intensity ranges on them, and yeah, changing how Magery/Necro are calculated should make a 4 slot Shadow Wyrm possible.
     
    #7 PlayerSkillFTW, Feb 7, 2019
    Last edited: Feb 7, 2019
    celticus likes this.