Bio Engineer Archive
Thread: So you think you broke the 500 damage mark? Think again.............
You have a 30 TL range over which your pet's damage will change. With a to hit of 0 that range is +-15 from your pet's CL (or yours, I guess). The to hit value will shift those 30 TL up or down, so that the pet will hit for max damage against a lower level target.
So a level 60 with 0 to hit would hit for max damage against a CL 45, 50% vs. a CL 60 and min damage vs. CL 75+.
A level 60 with 150 to hit would hit for max damage against a CL 48, 50% vs. a CL 63 and min damage vs. CL 78+
This has some use for those attacking things slightly above their level, since your pet would do more damage (just not max damage).
Make it simple for the dumbed down crowd is what I'm seeing.
Making pets used to be fun. You could make pets better than wild, different than other BE's. Now they're all the same. ![]()
I'm taking this to mean that you are saying I only need to concentrate on three things, health, regen, and damage correct?
I can see if the to-hit always shift to the same number every time for every animal with the same CL (how generic can the developer get I ask) the amount of max damage is still important. Yes, my animal may never hit for the max against an animal of the same CL but if the max is low then the calculated damage my animal will actually be hitting for will be lower. I still need to break that 500 mark to keep the calculated damage higher, even if it isn't 500.
Kind of stupid they've spent so much time revamping BE pet crafting way back when, allowed us just enough time to really perfect pet crafting in the game, then yank it all away so it becomes generic once again. We're back to the days of making a select number of critters that mirror most of the wild animals that can be tamed for free. The only real difference now is that we can make a gnort the size of a house.
The more things change the more they stay the same.....