Creature Handler Archive

Thread: Live Publish 17 pertinent information

novastarswg
Thu May 26, 2005 8:58 pm
#1



Pets


  • Pet Armor should function correctly.

  • Pets will no longer have Action or Mind wounds

  • Some rare pets have traded hit points for bonus damage and armor

  • All group members can see pet health bars in a group.

  • Changed pet regen. Droids will no longer regen naturally, they must be repaired. Creature pets will now regen at their correctly balanced regeneration rates for their level.


Profession: Bio-Engineer


  • Using /sampleDNA will no longer set off your auto attack

  • Bio-Engineer Pet Levels should now function properly

  • Bio-Engineer Pet Re-sampling should now function properly. Crafted pets should be able to be re-sampled and reused to craft new DNA

  • Bio-Engineered creatures should now be usable and have reasonable balance for their level. Crafted pet levels should be appropriate for the stats the crafted creature receives

  • Bio-Engineered pets from before the Combat Upgrade should convert to a usable state when called. (Old armor values will be replaced by new ones, appropriate to the creature's level)

  • Bio-Engineer Pet Stats fixed to have an effect on function

  • Each of the following DNA traits now affect new attributes:

Hardiness: Health

Endurance: Health Regen Rate

Fortitude: General Protection (Base Armor)

Dexterity: Defense Value

Cleverness: To Hit Value

Power: Min/Max Damage

Intellect: Reduces the effectiveness of intimidated, stun, dizzy, and blinded state effects.*

Fierceness: Adds a small chance for each attack to be a critical hit.

Dependability: Adds a small chance for the creature to absorb half damage on a hit (critical save).

Courage: Aggro generation bonus added to normal attacks.


* This doesn't reduce the chance the state effect will be applied, but reduces the amount it impacts the pet's ability to fight. Dizzy, for example, makes the pet less likely to hit and more likely to be hit. A dizzy pet with high state resist will fight better in that condition.


Profession: Creature Handler


  • Using /tame will no longer set off your auto attack

  • Pets will no longer have Action or Mind wounds

  • When taming vicious creatures, if a creature handler is unable to call a high-level vicious creature, the player should receive a message with details why the pet cannot be called

  • Fixed an issue with Creature Handler skill progressions and XP caps

  • Non-CH pet damage will now reduce XP amounts granted and possibly result in no kill rights. CH pet damage will still count towards CH XP

  • Motley Kaadu and Plodding Falumpaset are now tamable

  • Lowered the Cu-Pa and Dwarf Bantha to level 10.


c-mot
Fri May 27, 2005 6:32 am
#2

according to a first test, it now (after publish 17) makes a difference if u are grouped with your pet.

i let my CL65 choku attack a CL78 grizzeld dewback - ungrouped my pet went down real fast - when grouped it was even to the dewie doing around the same damage as the dewie. so i guess it was calculated as CL80 (group level).

before the patch it seemed no difference if the pet was grouped or ungrouped.





Master Medic[Elder Doctor · Elder Pistoleer]@ Chimaera
Master Medic[Elder Doctor · Teras Kasi Elder]@ Gorath
Master Smuggler[Elder Combat Medic · Elder Pistoleer]@ Gorath
Master Bounty Hunter[Elder Creature Handler · Elder Rifleman]@ Eclipse
Master Medic[Elder Combat Medic · Elder Bounty Hunter]@ Lowca
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ZardoZap
Fri May 27, 2005 6:40 am
#3

Two things I have noticed,

Previous BE pets are re-specced again (even if you had previously made them valid) - and if you choose adjust level and it sets them over the cl you can control, it reverts and adjusts stats instead. (I think this is a good thing - although I would have preferred the ability to keep them invalid).

Also I don't seem to be able to call my pets out in the Ryatt trail anymore. I do hope this is not intentional. I may have to respec to try and get that damned Katarn.

zardo
Portabelle
Fri May 27, 2005 7:36 am
#4







ZardoZap wrote:
Two things I have noticed,

Previous BE pets are re-specced again (even if you had previously made them valid) - and if you choose adjust level and it sets them over the cl you can control, it reverts and adjusts stats instead. (I think this is a good thing - although I would have preferred the ability to keep them invalid).





Ok.....here is what happened in my case. I have a full datapad of 22 pets.Only 4 of those are BE pets since I released most of my BE pets post-CU. The rest are all naturally tamed pets....some Pre-CU and several Post-CU tames. ALL of my 22 pets had been called and adjusted for stats Post-CU. Today post Pub-17 I found that ALL of my natural wild/tamed pets had NOT been changed. Stats and Levels are all the same as Pre Pub-17. That includes the Female Narglatches....they still retain their improved Health and Damage stats and are still CL22 Elites


In the case of my 4 BE pets, I took screenprints of their stats in my datapad before calling them for the first time Post Pub-17. After calling and storing them again I took another screenprint of their stats. All 4 of my BE pets retained their same levels, same health, same damage and same To Hit stats as Pre Pub-17. What did change is the list of resists which now is listed as: Armor Effectiveness, Defense Value, State Resistance, Critical Hit Chance, Critical Save Chance and Aggro Bonus. All of my BE pets now show a Armor Effectiveness value and also a Defense Value. However, all the other new resist stats are showing as 0.0%. As a side note...I did not get any type of "Adjust Stat/Level" window when calling my BE pets for the first time post Pub-17. They just called as they normally do and the only thing that changed was the new listing terminology for the resist stats in the datapad window.


There has been a question raised about a possible Vitality stat bug and I have noticed that several of my pets do have less than 100 vitality but I know that was the case for the ones I have used the most prior to the Cu so I'm not sure if I have actually had an additional drop in vitality post Pub-17 or not.


Message Edited by Portabelle on 05-27-2005 09:40 AM



Celestial Body Trueheart
Elder Master Rifleman, Elder Master CH, Master Spy, Ace Neutral Pilot, SS
Merry Trueheart
Master Merchant, Master Architect, Master Shipwright, Ace Neutral Pilot, SS
http://www.angelfire.com/cantina/celestial/L10_Engine_Pre_RE.jpg>104.2 SPEED L10 ENGINE PRE-RE / GALAXY APOCALYPSE L10 GUN
http://www.angelfire.com/cantina/celestial/Galaxy_Comet_QID.jpg>QID ENGINE RE / GALAXY REWARD SHIELD / L7 REACTOR RE
L8 REACTOR RE / GALAXY ULTIMATE L10 CAP RE / ULTRA L2 CAP RE
HAWKEYE ADV XWING / GALAXY CRUISER KRAYT
GALAXY CLASSIC KSE / GALAXY DUNEBUGGY
http://www.swgct.co.uk/ships.php?id=138&showcomps=false >GALAXY SPEEDER VAKSAI / GALAXY LIGHTNING HEAVY SCYK
Portabelle
Fri May 27, 2005 10:32 am
#5

Ok..took my Female Narglatch Trio out for a test combat run this morning Post Pub-17. My girls are all full grown CL22 Elites. Was just clearing out Reds around my shop and noted that the petsseemed to be hitting for higher damage than before the Pub-17 and the Mobs hitting for less. This may not be accurate but it was a general sense I had looking at the combat numbers. My girls were hitting level 38 Huurtons for 258 dmg each for a total of 774 dmg for every one hit of the Huurton at 91dmg. I then moved up to Slinking Voritor Hunters Level 55s. The girls were hitting consistently at
216 dmg each (648 dmg total) to the Voritors 104 dmg. I let the girls just easily kill off voritors one by one and they did not even lose Health. I then began shooting the lair and suddenly we were surrounded by 6-8 Level 55 Slinking Voritor Hunters. It got a little dicey at this point but I would send the girls to attack one while I shot at another with my rifle doing on avg about 1100dmg per hit. I had to use stimpacks for myself since I would get aggro but once I commanded the girls to attack my target I moved on to another fresh voritor. Nobody died or got incapped. We had about 15 dead voritors lying around when done.


Now I know this is not a scientific test and I know the outcome would be different against the really High Level Mobs 80+.....but at least as far as the Elite trio of Narglatches go I find them to be more effective than any of my standard wild or BE'd pets. I had tested my other pets against the Narglatches prior to the Pub-17 a few days ago. I had a full spawn of Fierce Piket Protectors so one by one pulled out my high level pets to see how they would each do against one Mob. My CL68 Blood Frenzied Boar Wolf which is my highest CL and best dmg stats pets did just fine against one Piket but still took some Health dmg and took a little time to put the piket down. My Narglatch Trio put down a Piket of same level from same lair in less time and with less health dmg.


I certainly am not ready to give up hope on the CH profession. I can solo hunt in Dathomir against Bull Rancors and other high level Mobs with my Pets just fine. It takes strategy and it take patience and it takes knowing how to use your pets as combat assists....not tanks. I also have adopted the attitude that my old BE pets were great while I could use them un-nerfed Pre-CU....but now it is time to move on. Tame the new wild babies and wait to see what new Crafted BE pets Post-CU will be able to do. I'm thorougly enjoying the baby hunt and while I miss my old companions I look forward to the new friends out therejust waiting to find a home.




Celestial Body Trueheart
Elder Master Rifleman, Elder Master CH, Master Spy, Ace Neutral Pilot, SS
Merry Trueheart
Master Merchant, Master Architect, Master Shipwright, Ace Neutral Pilot, SS
http://www.angelfire.com/cantina/celestial/L10_Engine_Pre_RE.jpg>104.2 SPEED L10 ENGINE PRE-RE / GALAXY APOCALYPSE L10 GUN
http://www.angelfire.com/cantina/celestial/Galaxy_Comet_QID.jpg>QID ENGINE RE / GALAXY REWARD SHIELD / L7 REACTOR RE
L8 REACTOR RE / GALAXY ULTIMATE L10 CAP RE / ULTRA L2 CAP RE
HAWKEYE ADV XWING / GALAXY CRUISER KRAYT
GALAXY CLASSIC KSE / GALAXY DUNEBUGGY
http://www.swgct.co.uk/ships.php?id=138&showcomps=false >GALAXY SPEEDER VAKSAI / GALAXY LIGHTNING HEAVY SCYK
AngusMacGregor
Fri May 27, 2005 10:45 am
#6


When I get home tonight I'm going to make a point of taming some female narglatches. Sounds like the way to go these days. Besides, I enjoy commanding more than one pet at a time.


I remember when CH's could command multiple Gurrecks... back when they were uber. I could hunt anything with those pets, they really ripped things to shreds. It was very nice. Sad to think about CH being only a shadow of it's former self.





"C O L O N E L A N G U S" M A C G R E G O R
DEAD SMUGGLER - KILLED BY LACK OF CONTENT AND COMMUNICATION
I am Jack's ignored profession.
My account payment has been moved to a long term implementation.
potatotr0ll
Fri May 27, 2005 10:46 am
#7

pets can not be called in Myydril Caverns either, so that makes it Rryrat Trail and Myydril Caverns. Basiclly makes the CH part of my level useless, so im basiclly a Master Fencer only in these zones. This needs to be fixed, and I don't mean in a month, i mean today. This is absurd. Not to mention that my Cl69 pet was already converted down from its original stats before Publish 17 and it had 10k health after converting down, now its been converted again, to 6k health. What is the point of having a BE pet? They are no better. Back to the way BE was at laucnh, the pets were worthless then, and almost as worthless now



Ferros Fireheart - Master Fencer/ Master Creature Handler
ArchiieBarrett
Fri May 27, 2005 11:08 am
#8

I can't call my level 1 blurrg anymore..... /CRY I 'v had him longer then i can remeber... I have never been sadder.



Archiie Barrett
Dedicated Oldschool Master Creature Handeler
Retired Oldschool Master Heavy Swordsman


Now..
MCH MPistoleer
BH 1-0-4-3

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