Creature Handler Archive
Thread: Pet Kills is the trigger to learning abilities...
Mythor wrote:
That'd be why I said closer to your *pet's* level. Let them hit whatever you're killing, then slaughter it for them. Pet gets more XP than killing level 1 stuff and you get your skill learnt a lot faster.
Obviously you need to be higher than your pet's level for this to work well. A level 80 character shouldn't have trouble killing single level 20-40 targets though...
The reason you're seeing it as being based on kills is because of the XP your pet is gaining per kill. Higher level pets (which are more likely to have higher level skills to learn) also require more XP.
You can get that XP by killing 4,000 level 1 creatures, but it may only take 500 level 20 creatures. Or 20 level 40's, or whatever.
It's not the *kills* it's the *XP*. If it was a certain number of kills, that number would be consistent across all characters - and it's not.
only problem with this is that I am CL 55 master artisan MCH with novice merchant and a little marksman, i cant kill it if my pet cant =)
wussy crafters
i dont beleave there isa set rule to when you learn the special. The only rule is you have a chance to learn the special ever time your pet helps you kill a MOB.
Basic D&D rules Kill the MOB Roll the dice, you hit the number you learn the special.
Its all just odds.
i learned Eye Gauge L2 after 105 low level kills from my Borgle (could be 100 - i noticed it at 105).
then it took exactly 900 kills to learn Frenzied Assault L2 from my Bloodseeker Mite - got it on kill # 900.
could be that the random calculation (yes/no to learn) is triggered at certain kill numbers - perhaps 900 is the max for level 2.
c-mot wrote:
i tried it on the endless spawn of kreetles, wombrats, mites and woorts outside Mos Entha.
i learned Eye Gauge L2 after 105 low level kills from my Borgle (could be 100 - i noticed it at 105).
then it took exactly 900 kills to learn Frenzied Assault L2 from my Bloodseeker Mite - got it on kill # 900.
could be that the random calculation (yes/no to learn) is triggered at certain kill numbers - perhaps 900 is the max for level 2.
It must be random because I learned Frenzied Assault L2 from a Bloodseeker Mite drone in under 400 Low Level Kills.
Message Edited by PyscoJuggalo on 08-29-2005 08:53 PM
Message Edited by Electro5 on 08-30-2005 01:57 PM
Here's some data on low-mid creatures using this method:
desert razor back (cl23) vigorous health (L1) - 94 kills - 7 minutes
dragonet (cl24) thick skin (L1) - 304 kills - 9 minutes
The dragonet killed way more time wise but it has a ranged attack.
I am sorry but I do not believe kills is the trigger, I tamed a frenzied graul with Intim. L2 and I learned the skill tapping the same frenzied graul lair I got him from. I did not count the kills but going on an average of 3 grauls per spawn then it was9 kills. I was running back and forth between this lair and a voritor lair so you can add another 9 kills to this max. Niether lair was one of those 20 creature lairs you see lol. like pickets hehe. But I learned this skill very quickly within 20 min of attaining the graul.
Another graul mauler I had took me days to learn the L2 skill but I stored him regularly and alternated between lower lvl pets alot. I think there is a random timer on them since I have also had level 8 creatures that granted me the skills at irregular times and growth levels. If a randomtimer is not used then a random kill count could be used but from what I have seen there is no magic number that fits anything nor any level.
greywheel wrote:
Drashk wrote:
SnailNZ wrote:
Here is what I think we have learned so far from the posts...
I think there are a few factors involved in learning a special. I am sure it is kill related and can happen on any kill. The number of kills does not increase the chance of learning a skill but is just pure statistics (its got to happen sometime!). The number of roll overs I think increases the chance of learning the skill eg. no roll over 1%, one roll over 10%, two roll overs 20% etc (percentages are not data just examples!) and so by roll over 3 your chance of learning it is pretty good. This accounts for people learning a special on the first kill (very very lucky!), people learning it after bashing lairs and fighting high level mobs (rollover related).
I therefore proposethere are two methods of gaining a pet special,
1. Pounding Lvl1 spawns outside noobie cities with up to 1500 kills tolearn the special. (Good for high DL creatures who would take millions of XP to roll over more than three times)
2. Hunting high level mobs and/or lairs to gain lots of pet XP and rolling your pet XP over more than three times. (Good for pets you want to keep and low level creatures to learn abilities and this is also good for CH xp as well)
From what I have seen, this is the best description ofhow the system appears to work.
However.....Something else that seems to be fairly consistent -
- Use a pet fora while, killing at least 20 critters (Any CL)
- Store the pet for 12 - 36 hours
- Use the pet in combat.
Quite often, the pet will give up its Ability shortly after you start using it again. (Within 10 kills).
Okay, let's look at this from just a programming logic standpoint. We already know that the number of maturity levels are stored with our pets data. To say that they have a factor on the % chance of learning a skill is reasonably certain. We also kinda know from their relutance not to give maturity levels to our existing pets that they probably do not know how old they are. This would require adding additional data to store. So would counting the number of kills our pets do. I would not program it this way, but I am not SOE.
The most logical course would be take what we know and apply a small table to translate this information. We know there are tables to translate the pets XPs (using CL)into training pts and maturity levels. So these same tables may have the % chance of learning an innate ability. Multiply that by the maturity level and you've created a somewhat dynamic experience that does not add a lot of extra data to the database. SnailNZ theory therefore makes the most sense.
The kill theorists are just learning their skills by repeatedly trying to beat the low level odds. The XP theorists are increasing their odds so they would need less kills.
These are all good explanations for what is going on and I agree with them. It does seem to be an "odds" issue related to kills and then possibly modified for maturity level. SO greywheel's theory is sound in that the high kill numbers are increasing kills to beat low level odds and XP grinders are increasing their odds. Given that I would think your overall time investment in learning skills would be reduced by high kills.