Scout Archive
Thread: Ferocity
Hey y'all,
I've gotten a couple of chars up the hunting line and still can't figure out what the "ferocity" stat is supposed to do. Do we have any idea what this tells us, or is it a mystery to everyone else too? It just doesn't seem to bear any relationship to anything else going on in the game.
Also, is "killer" working or not, I've heard different things. Does 0 mean won't kill and 1 mean will kill, or is it a useless attribute right now?
Thx
I've not posted on any of the examine questions yet, because - honestly - I have no idea what some of that stuff means.
I've asked the Scout dev to let me know, and when I find out I'll pass it on to all of you.
B
So far in my experience, Killer options are Yes and No. Yes means they will do a death blow if you get incapped, and No means they will just leave you if you get incapped.
I have not gotten to the point of seeing ferocity on my examine screen. Maybe it has something to do with whether or not the animals will "pack" and help each other out in combat. I have not seen anything in the stats yet that tells you this, so that's my guess. The agressive stat is whether or not they will agro on you.
The special protections, or what ever it says, is the bonuses they get against that type of attack. 25% Blast means they have a protection, like armor, against blasters. 10% against Kenetic means they have armor protection against melee attacks.
Other then that, I have no further ideas or info.
themadtupper wrote:
Hey y'all,
I've gotten a couple of chars up the hunting line and still can't figure out what the "ferocity" stat is supposed to do. Do we have any idea what this tells us, or is it a mystery to everyone else too? It just doesn't seem to bear any relationship to anything else going on in the game.
Also, is "killer" working or not, I've heard different things. Does 0 mean won't kill and 1 mean will kill, or is it a useless attribute right now?
Thx
From my own experimentation and comparing those results from other posts I've read on these forums, this is what I have garnered:
Ferocity is almost certainly a measure of agro range. A red creature (red on the radar I mean.... aggressive) with a ferocity of 0 will not agro until you are very close, almost on top of them. A high ferocity and they will agro on you from a long way off. Fercocity may also determine other factors, but if so I haven't figured them out yet.
Killer is true=1 or false=0. It simply determines whether or not a creature will deathblow you when it incaps you. This has been a point of confusion for a lot of people because sometimes non-killer creatures deathblow you. This happens when the creature hits you hard enough to bring you below your incap level, ie. too negative. Basically if the blow that brings you down does enough damage the creature may "accidentally" (for lack of a better word) kill you. I'm almost certain this is what is happening.
One thing that I really wish I could determine with creature knowledge is whether or not a creature will assist. Some creatures, even with 0 ferocity, if you shoot one of them, the entire lair swarms at you like a hornet's nest. That is a behavior that a ranger should definately be able to determine. If anybody has figured out how to determine this I'd love to know.
Cayne,
I've got a question out to the Devs on the questions that you've asked, and I'm anticipating a response soon. With the new update coming out, and our (the Scout) Dev working on other professions as well, they can't answer ALL of my requests immediately. ![]()
But hopefully this will be cleared up soon.
B
- I never considered the aggro range, but that sounds right considering my own experiences.
- Ferocious creatures are more likely to get the help of their pack-mates. There is a mention in TC updates about lair defenders no longer defending before the lair is shot. I think this might explain why Ferocity: 0 creatures are swarming. (I really, really hope it is. I'm sick of being swarmed and deathblown by Killer: 0, Ferocity: 0 heard animals.)
- The more ferocious a creature is, the less likely it is to run. I suspect this might be a combination of how hurt it is and how ferocious what it is fighting is. Pure speculation on my part though. Very rarely do I see animals bolt and run--there needs to be more of this behavior.
- Warning shot. This is less likely to work the more ferocious something is.
well, ferocity almost certainly must be for more than just agro range.. even non-agro creatures have a ferocity rating higher than 0 quite often.
I havent been able to tell if it means they will run away in a fight or not, my Greater Sludge Panther pet is non-agro, Ferocity 8 killer 0(i think) and it never really rns from a fight but does run back to me to complain alot ![]()
Here's my take on the "ferocity" ranking when examining creatures:
- It does not seem to be related to aggro range. I say this because many aggressive creatures have a ferocity of 0 (rogue bagaresets), while other non-aggro creatures have a ferocity > 0 (gurrcats, razor cat cubs).
- My theory is that it has more to do with the creature's fighting style/speed/special moves/etc. Take, for example a razor cat cub. They're ferocity is 4, I believe, and they tend to be a little more active in a fight. It seems that their attack speed is greater, and they tend to perform "posture-down" moves more than a creature with a lower ferocity.
I could be completely off base, of course.
Tokot - Novice Ranger
DeltaX, thanks for trying to keep up with the Devs on the questions about the Hunting Examine info. Although I will say I"m a bit frustrated that they just don't come out and tell us what they mean. Do they not know their own code? Is it that they think we need to figure this out for ourselves. OK, but then they should just come out and say that.
This is something that should be pretty simple. "Oh yea DeltaX, here is what each of the examine stats mean.......". or "Well DeltaX, here's the deal. We believe the players should experiment and figure out what each of those means from their own experiences."
Personally I think they need to tell us. What's the point of the Scout having the skill/ability to find this out, if the player has to figure it out. A none scout could do the same thing from just their experience in fighting different animals, keeping a beastiary list of what does what. If the scout has the ability,then we should know what each stat in examine actually means.
I don't like sounding so strong about this, but there is so much in this game that wasn't ready for release, and the big things I let slide, but the small simple stuff like this really erks me. By the time they get all this figured out and updated, all the current Scouts will be masters and done with the profession. Really helps me then, NOT.
I have determined that Killer=0 is none killer, and killer=1 is a killer. I have no clue what ferociety is, and I would love to know if the creature will assist others of same type.You know, the whole Bring A Friend thing? That is more useful then killer if you ask me. And there are lots of times myself, or my group wish we knew that info. It would determine whether or not to actually attack that animal.
Squid,
I agree.
However, I know exactly how many things the Scout dev (who also happens to be the Ranger, Squad Leader, Tailor, Chef, Merchant, and Smuggler dev) is working on, and its not small. When he's got to work to get things added for two major hybrid professions with serious issues (Ranger and SL), I can understand why we don't get simple things answered quickly.
But hopefully he'll be able to respond more once this new update gets posted.
B
You have probably said this in one of your other posts/replies, but more or less, what is to be in this Update you keep mentioning. And, when is your prediction of ETA?
They have been doing updates/patches almost daily for the last couple of weeks. Is this big update you speak of basically like one of those, something different/better, or a patch/update that just has all recent fixes for the Scout you have discussed?
Thanks for all your work and help here on the boards.
Squidwalker wrote:
You have probably said this in one of your other posts/replies, but more or less, what is to be in this Update you keep mentioning. And, when is your prediction of ETA?
They have been doing updates/patches almost daily for the last couple of weeks. Is this big update you speak of basically like one of those, something different/better, or a patch/update that just has all recent fixes for the Scout you have discussed?
Thanks for all your work and help here on the boards.
Squid, I've seen you ask this before (I think it was you), and apparantly nobody has answered you. The big patch is a BIG patch that is seperate from all of the little daily patches that they are doing, which mostly address small yet critical things. The big patch is on the test server now and is due out in about a week, (it was two weeks from the time it went up on test which was almost a week ago). You can see the patch notes from the big patch by going to the "In Development" link from thehome page of this site.
Best Regards