What's new

Taming Overhaul Patch Testing Patch

Luthius

Developer
Staff Member
Testing Features
Players on the Test Shard will have a variety of ways to test the Taming Overhaul's content

Battle Trainer NPCs on the Test Shard will now generate Blood as normal and no longer have any restrictions on receiving Debuff effects such as Pierce, Cripple, etc (Note: players should take this into consideration if multiple players are testing on the same trainer, as those other players may now be affecting their DPS outputs due to their debuffs on the NPC)

Players can double click the purple Player Editor statue and manually create level 10 versions of any tameable creature via the "Create Tamed Creature" button and arrows




Players can completely maximize their Affinity Profile and receive a Taming Bestiary (explained later) by clicking the "Complete Affinity Profile" button in the purple Player Editor statue

Players can type [AffinitiesReset to reset their current Affinities Points to 0 and clear all CreatureEntries completed or in progress




Players can generate Creature Experience Deeds and Creature Upgrade Reset Deeds (to reset their experience and upgrades) on the gold Player Editor statue




Players can generate Creature Max Stats and Skills Deeds and (to reset all stats/skills on a creature to +10%) on the gold Player Editor statue




Players can duplicate existing creatures under their control, matching their leveled stats, skills, upgrades, and traits by clicking the "Duplicated Tamed Creature" button and targeting which creature they wish to duplicate




---------------------------------------------------------------------------------------------------------------------------------------------------------------------

Updated Creatures Spreadsheet
We have generated an updated Tamed Creatures spreadsheet showing the current and previous Stats and Skills of all tameable creatures on Outlands (including Ossuary 4 creatures)
https://docs.google.com/spreadsheets/d/1tpUjnofM4D0on4X_kmxfokSya5q9VCjr23s_Tzz16sY/edit#gid=1097140345

Creature DPS Tests
We now have a comprehensive Damage Testing automation system that runs tests for all tamable creatures to gather examples of their damage capabilities, and that data will be periodically added to our Creatures Spreadsheet

Damage tests represent 60 minutes of combat against Battle Trainer NPCs with 100 Wrestling, 50 Armor, 75 Magic Resist, and all special effects (such as Pierce, Cripple, Bleed) will perform normally against the Battle Trainer

Tests are performed with the creature having +10% starting stats / skills (+5% for Attack Speed) and the creature is also leveled to level 10 with optimal Stats/Skill level up assignments and the "Left-side" traits selected for each Trait Selection during odd-number level ups

The Affinity Underdog Damage bonus (explained later) IS applied to creatures in these tests, with the testing player having 120 Animal Taming and 120 Animal Lore, however no other player-based bonuses are applied to the creature (no bonuses from Aspect Gear, Mastery Chains, Herding Skill, Affinity Beastmaster Bonuses)

Creatures with the Swarm trait are handled as if the Taming player has 5 total creatures, and traits that are based on the target's remaining health (such as Vicious +20% damage when target is below 66% health) are set up to apply X % of the time any damage is inflicted, where X is the target health percent (to simulate the bonus being applied over time with that expected overall frequency)

Abilities such as Opportunity (+30% damage to Movement Impaired targets) are resolved like normal, so there likely will be some room for improvement for creatures with those abilities when paired with multiple creatures that can also apply that effect (that damage in this chart just reflects only the single creature tested doing abilities to the Battle Trainer)




Spread Sheet Damage Results Columns

DPS: Damage per second
DPS/Slot: Damage per second per control slot of the creature
Avg10Sec: Average amount of damage creature inflicts over a 10 second period
High10Sec: Highest recorded amount of damage creature inflicted over any 10 second period
HighHit: Highest individual damage instance recorded by the creature

uDog: Damage bonus the creature receives from the Affinity Underdog bonus (based on the tamer having 120 Animal Taming and 120 Animal Lore)
uDPS: Damage per second factoring in Affinity Underdog bonus
uDPS/Slot: Damage per second per control slot factoring in Affinity Underdog bonus
uAvg10Sec: Average amount of damage creature inflicts over a 10 second period factoring in Affinity Underdog bonus
uHigh10Sec: Highest recorded amount of damage creature inflicted over any 10 second period factoring in Affinity Underdog bonus
uHighHit: Highest individual damage instance recorded by the creature factoring in Affinity Underdog bonus




PvP Damage
Previously, we had a (Control Slots x 10) Damage Cap mechanic in place for any source of Tamed/Summoned damage towards a player (which includes Melee Hits, Spellcasts, Ability Damage, Bleed Effects, Poison Damage, etc)

However, we have found this mechanic insufficient in several scenarios, as certain pets are able to hit players multiple times in short succession, often with a combination of Melee/Spell Hits + delayed effects such as Bleed or Poison damage resolving nearly simultaneously

Therefore, we have updated the mechanic so that an individual pet can only inflict a maximum of (Control Slots x 10) Damage to a player over the course of a rolling 3 second window (which begins as soon as the player takes damage from the creature)

So if a 4 Control Slot creature lands a 30 damage melee hit against a player, they will only be able to inflict a maximum of 10 additional damage to that player over the next 3 seconds

Any damage during a 3 second window that exceeds the (Control Slots x 10) Damage Cap will be reduced to 1 damage


Poison Resistance and Special Resistance


Poison Resistance
Poison Resistance is the % chance that a pet who takes damage from a Poison Tick will *resist* the poison, and instead take 0 damage

For balancing purposes, we have set all creatures that are capable of inflicting poison to have 33% Poison Resistance, and even some non-poisoning creatures also will receive 33% Poison Resistance (such as Swamp creatures or certain "strange" creatures like constructs, slimes, etc)

Players can increase a tamed creature's Poison Resistance through the Tolerance trait (described later)

Players can view a tamed creature's Poison Resistance in the Animal Lore menu for the creature


Special Resistance
Special Resistance is a new value on tamed creatures that functions similarly to Poison Resistance, except it represents the % chance for the creature to ignore damage from Bleed and Disease ticks (it will not display a *resists* message when this occurs, however)

Creatures that have Special Resistance are typically our more "strange" creatures, like swamp-types, constructs, bats, but a number of our "tank" concept creatures will also potentially have it as well

Players can increase a tamed creature's Special Resistance through the Remedy trait (described later)

Players can view a tamed creature's Special Resistance in the Animal Lore menu for the creature


Tamed and Summoned AoE Damage Taken
If Tamed and Summoned creatures take Area-of-Effect (AoE) damage from an NPC creature's ability, the primary target of the ability (i.e. the creature's "Combatant") will take 100% damage as normal, however all other tamed/summoned creatures within the ability radius will only take 50% of the normal damage amount they would normally receive

Currently, tamers and summoners running multiple 1 control slot creatures are disproportionately harmed by AoE effects compared to players running only 1-2 total pets, and this should lessen that impact a bit

For example, currently an AoE ability that deals 100 damage and hits a player running 5 different 1 slot creatures would have 500 total damage occuring amongst their pets, whereas a player running a 4 slot creature and a 1 slot creature would only have a total of 200 damage occuring amongst their pets. As you can see, the player running 5 different pets has a major disadvantage in the amount of healing they now have to provide amongst their pets compared to the other player

This change will ideally close the gap somewhat between those tamer types and hopefully allow *some* possibility of players bringing non-tank 1 control slot pets to some of the higher-level content areas of the game world


Taming Creatures with Shepherd's Crooks
When players tame creatures they will receive a bonus to Taming Success chance (scalar) equal to the combined PvM bonus from Accuracy and Damage (Tactics as %) of their equipped Shepherd's Crook or the best Shepherd's Crook in their backpack, as follows:

For example, an Exceedingly Accurate (+20% Accuracy) Shepherd's Crook of Power (+20% Damage) will increase the taming success chance by +40% of normal (i.e. a 50% base success chance becomes 50% * 1.4 = 70% success chance)




Herding Skill

Focused Aggression Damage Bonus

Focused Aggression via the Herding skill now provides a (22% * (Effective Herding Skill / 100)) Damage bonus

Players now receive a bonus to Effective Herding Skill based on their equipped Shepherd's Crook or the best Shepherd's Crook in their backpack, as follows:

Shepherd's Crook Effective Herding Skill Bonus = (PvM Accuracy Bonus + PvM Tactics Bonus as %)

A player's Effective Herding Skill Bonus, however, is capped by their own Herding Skill value though (so a player with 0 Herding would receive no bonus from the mechanic, or a player with 20 Herding could receive a max Effective Herding Bonus of 20, and so on)



For example, an Exceedingly Accurate (+20% Accuracy) Shepherd's Crook of Power (+20% Damage) would provide a (20 + 20) = +40 Effective Herding Skill Bonus

A player with 120 Herding and +40 Effective Herding Skill will receive a Focused Aggression damage bonus of (22% * (160 / 100)) = +35.2% Damage


Focused Aggression Targeting
Focused aggression targeting (via double-clicking of Shepherd's Crook) will now be treated as declaring a "Harmful Target", meaning the Client's Razor Assistant can now use Random Enemy Target and similar targeting mechanics for delcaring potential targets for Focused Aggresion

Note: it will NOT be considered a criminal act if you target a Blue player with focused aggression (it will only be a criminal action if you make your pet itself attack a blue player)


Stablemasters

Stable Slots
All Player Customizations that increase Stable Slots for a player have been doubled in capacity and are now as follows:

Shepherd: +20 Stable Slots
Drover: +40 Stable Slots
Stable Genius: +60 Stable Slots
Zootopia: +80 Stable Slots

This change will apply retroactively to any of these customizations players have previously purchased


Mount Breeding
Players can now sort their stabled creatures by "Breeding Hue" which will organize them in descending order based on their Mount Breeding Hue values (with all other non-Mount Breeding pets occuring in the list afterwards)

Mount Breeding creatures that are stabled will now display an (F) for Female, or (M) for Male, along with their Hue Number labeled underneath their icon in the stablemaster creatures list




More Options
There is now a "More Options" button in place of the Retrieve Followers button that will take players to an additional page of features for the Stablemaster




More Options Buttons
The following buttons are available on the More Options page




Retrieve Lost Followers
Behaves the same as the old mechanic, which is used to pay a fee to retrieve followers that are currently sitting anywhere in the game world and warp the to the player


Reset Follower Level Selections
Players may click the "Reset Follower Level Selections" button and target one of their tamed creatures to allow them to redo all Stat/Skill and Trait Selections they have previously made with this creature during previous "level-ups"

Players may use this mechanic as often as they with on their Tamed creatures, so long as they are not in combat




Reset Follower Name
Players may click the "Reset Follower Name" button and target one of their tamed creature's to reset it's name to the default "untamed" name for that creature

For instance, a player could have a Mongbat named "Michael", and this mechanic would reset the creature's name back to "a mongbat"


Attack Speed (Formerly Dex)
We have changed the name of the "Dex" stat name to now be "Attack Speed"

Attack Speed is the cooldown in seconds that exists between a creature making a Melee Attack/Spellcast and their next Melee Attack/Spellcast

Upgrades for Attack Speed now adjust the creature's Attack Speed by a % scalar, rather than the old handling which each Upgrade Point increased the creature's flat Dex by 1

A tamed/summoned creature's base Attack Speed is now 3.0 seconds (previous the base with 50 Dex was a 3.33 swing delay)

Swing speed greatly increases a creature's overall damage output, so as such, we will now have tamed creatures when they spawn have a range of -5% to +5% Attack Speed, instead of the normal -10% to +10% range that occurs for other stats

Any existing pets when this patch goes live will automatically have their Attack Speed creation scalar dropped in half to adjust for this (so a +9.8% Dex scalar on live will become a 4.9% Attack Speed scalar when this patch goes in)




Creature Spellcasting
We have overhauled the handling on Tamed and Summoned spellcasters to streamline the damage outputs from their spells, as the previous system was wildly variable and hard to balance, as well as hard for players to get a good assessment of what values to expect from their casters spell damage

As such, for these creatures we have changed the "Magery" stat to now be "Spell Damage", and have changed the "Eval Int" stat to now be "Charged Chance"

Additionally, we have cleaned up the casting delay and animation code so tamed/summoned creature attack animations play 50% faster than wild NPCs (so their casting delays should never interfere with their Attack Speed swing/spellcasting delays)




Spell Damage
We have converted the "Magery" stat on spellcaster creatures to now be "Spell Damage", which will functional similarly to how the "Damage" stats works for Melee creatures making melee attacks

When a spellcaster pet casts a spell, its damage should fall in between the Min/Max Spell Damages listed, and based on how low or high that random amount is, it will adjust the visual effect of the spell after the fact (i.e. a "low" spell damage roll will result in the spell looking like a fireball whereas a "high" damage roll might look like an energy bolt or flamestrike)

Pets will maintain the same -10% to +10% creation modifier they had before with Magery, except after this patch that modifier will now be applied to their Min/Max Spell damage

Spellcaster creature abilities will now use their "SpellDamageMax" stat (rather than DamageMax) to determine the base damage of their abilities


Charged Chance
We have converted the "Eval Int" stat on spellcaster creatures to now be "Charged Chance", which affects the chance that a spell casted by a creature will be Charged (i.e. do +50% damage compared to normal)

All spellcasters have a base Charged Spell chance of 10% and then gets modified by the same -10% to +10% creation modifier they had before with Eval Int, and then further upgraded when they level up their pets

Note: Charged Spell Chance is one of the few stats that is increased by a flat amount when you increase it (i.e. having a 5% upgrade will bump it from 10% to 15%, rather than scaling it)


Stat and Skill Upgrading
The Stats/Skill upgrade page for pets now features a set of Inner and Outer arrows for each stat/skill

Clicking the Inner arrows will raise/lower a stat or skill 1 time (1 Upgrade Click)
Clicking the Outer arrows will raise/lower a stat or skill 5 times (5 Upgrade Clicks)




We have overhauled the handling on the amount of bonuses players receive when leveling up pets and using Upgrade Clicks as follows:

Wrestling
Increases Wrestling Skill by 0.8% per Upgrade click (for max of +40%)

Attack Speed (Formerly Dex)
Increases Melee and Spellcasting Attack Speed by 0.4% per Upgrade Click (for max of +20%)

Damage
Increases by 0.7% per Upgrade click (for max of +35%)

Spell Damage (Formerly Magery)
Increases Spell Damage by 0.6% per Upgrade Click (for max of +30%)

Charged Chance (Formerly Eval Int)
Increases Charged Spell Chance (i.e. chance for spell to deal +50% damage) by flat 1.2% per Upgrade Click (for a max of +60%)

Poisoning
Increases Poisoning Skill by 3.0% per Upgrade Click (for max of +150%)

Hit Points
Increases Hit Points by 1.0% per Upgrade click (for max of +50%)

Armor
Increases Virtual Armor by flat 1 per Upgrade click (for max of +50)

Magic Resist
Increases Magic Resist skill by flat 2 per Upgrade click (for max of +100)


Animal Affinity (old) Achievements

The current Animal Affinity achievements and resulting titles have been renamed to "Animal Bond"




Affinity System
The Affinity system is a new progressive-bonus system that rewards characters for playing over time with a variety of different tameable creature types (requires a creature with a Min Taming of 50 or higher)

As characters kill monsters while using Tamed Creatures, they will earn Affinity Experience towards the type of tamed creatures they currently control, and with enough experience earned for a creature type, they will receive Affinity Points that will unlock permanent bonuses for the character that will be applied to ANY tamed creature type that character controls

In order to utilize the Affinity system, characters must first acquire a Taming Bestiary, which is craftable through the Inscription skill under the "Books and Tomes" category

Taming Bestiaries are blessed and are not bound to individual characters (i.e a player can lose their Taming Bestiary and simply acquire a new one and not lose any of their earned progress for their character in the system)

Players can double-click the Taming Bestiary to view the Affinity Menu System for their character (players MUST double-click a Taming Bestiary at least once in their lifetime in order to activate the Affinity system for their character)




Affinity Progress Page
Clicking the Book button at the bottom left of the page will open the Affinity Progress page

The Affinity Progress page displays a list of bonuses the character has unlocked for their character based on how much total Affinity Points they have earned

Players do not have to "spend" Affinity Points onced earned: the system will automatically unlock bonuses for characters as soon as their Affinity Points total reaches the required amount for the bonus

Players can click the Info button next to any Affinity Bonus to see what it confers to the character




Creature Entries Pages
Clicking the Creature Button at the bottom right of the page will open the Creature Entries page

For each type of tamed creature a character uses to kill monsters (Min Taming of 50 or higher), it will automatically create a Creature Entry Listing for that creature type to track Experience progress on it

On a monster kill, each tamed creature controlled by the character will earn Experience towards the Creature Entry for itself based on the following:

Total Damage Percent The Player Dealt to Monster * Gold Value of Monster * (Creature Control Slots / 5)

For instance, a player who did 100% of the damage to a creature worth 150 gold, while using a Phoenix (Control Slots 4) and also using a Husk Crab (Control Slots 1), will see the following Experience earned:

The Phoenix Creature Entry will earn (100% * 150 * 4 / 5) = 120 Experience
The Husk Crab creature entry will earn (100% * 150 * 1 / 5) = 30 Experience

Alternatively, a player using 5 Husk Crabs in the same scenario would earn 150 Experience towards their Husk Crabs entry




Completing Creature Entries
Each different creature type will have a specific Target amount of experience needed to be completed, which is equal to (Creature's Min Taming x 1000)

This difference in Experience needed for different creature types reflects the fact that higher taming skill requirement creatures are usually more powerful and will likely earn the player Experience at a much faster rate

Once the player reaches the target amount of Experience needed for a creature type, the Creature Entry for it will be marked as Complete and the player will receive 5 Affinity Points added to their total (and the player will no longer be able to earn any more Experience towards or Affinity Points from that specific creature type in the future)

The Creature Entry page when opened will always autosort the list of creatures shown to display the most recent creatures the player made Experience progress with




As the player earns Affinity Points, it will automatically unlock bonuses they now qualify for on the Affinity Progress page and display them in Green

Players do not have to do anything to activate these bonuses: they will always apply to the character's tamed creatures from now on




Affinity Bonuses
Once a player has unlocked an Affinity bonus, those bonuses will apply to all tamed creatures they use in the future (even ones they have not completed Affinity Creature Entries for)

The only requirement is that the player has at least 80 Animal Taming skill to receive the bonuses from the Affinities system (they can still gain experience in the Affinities system even if they are below 80 Animal Taming skill, they just simply won't receive the bonuses listed below)

The following bonuses are available:




PvP
The Underdog Bonuses to pets WILL apply in PvP, however the Damage and Damage Resistance bonuses earned from Beastmaster Upgrades will NOT apply in PvP

Multiple Bonuses
Several Affinity bonuses have multiple entries (such as Beastmaster) and the bonuses received from having multiples of them will stack with each other


Underdog Bonus
The Underdog Bonus is intended to provide powerful bonuses to tamed creatures that would normally be considered "inferior" to use for a player; i.e creatures with a Minimum Taming Requirement substantially below the player's current Animal Taming Skill

If a player with 120 Animal Taming Skill has Underdog, and uses a Deep Crawler (Min Taming Skill 80), the creature would receive a ((120 - 80) * 0.7%) = +28.0% Damage Bonus and a ((120 - 80) * 0.2%) = +8.0% Damage Resistance Bonus

The max amount of skill difference a player can take advantage of with Underdog is 70; i.e. a player at 120 Taming skill will not receive any additional bonuses for using creatures with a min taming of below 50 skill

Note: For the purpose of the Underdog mechanic a player's effective Animal Taming skill is capped by their Animal Lore skill; ie. a player who has 110 Animal Taming and 90 Animal Lore, will only have an effective Animal Taming of 90 for the mechanic


Affinity Achievements
The Beastmaster Affinity Bonuses unlock the Beastmaster achievements found in the "Animal Handling" category of the Achievements system

Each individual Beastmaster achievement has an accompanying title (such "Seasoned Beastmaster" for Beastmaster 1)




Max Attack Speeds
Pets can only increase their Attack speed to a max of 1.5 seconds (which is half of their base 3.0 swing speed)


Stealth Backstab
Tamed creature stealth backstabs against players no longer receive a 10% Accuracy bonus


Creature Poison
A number of creature's have had their Poison increased by a level (i.e Greater to Deadly, Deadly to Lethal)

Tamed Creature Poison damage to other creatures now inflicts +50% of normal amounts (compared to previously)

Base Poisoning Skill for tamables is now (10 * Control Slots)


Mounted Creatures
Any Mounted creatures will have their Swing Delays and Abilities Cooldowns reset when a player dismounts from them (to prevent players from trying to perform a constant string of dismounting pets + firing off pet spells/abilities and then quickly remounting and running away)


Specific Creature Changes

White Wyrmling and White Wyrm

We have updated the graphics for the White Wyrmling and White Wyrm to match our new collection of "Wyrm" and "Wyrmling" tameables we're introducing soon




Wyvern
We have updated the Hue of Wyverns to 2842, which we feel is a much cleaner looking version






Cave Gorger
Now has 30 Poisoning and can inflict Greater Poison


Minions
Minion, Fire Minion, Aegis Minion, Shadow Minion have all been switched to Mage AI (only casting, no Melee)


Eldritch Drake and Eldritch Dragon
Has been switched to Mage AI (only casting, no Melee)
No longer has Eldritch Shield ability
Now has the Spellsurge ability
Now has the Spellshield ability


Nightmare
Has been switched to Mage AI (only casting, no Melee)
No longer has Charge ability
Now has the Spellburn ability


Blood Courser
Has been switched to 110 Taming skill (from 115)
Has been switched to Mage AI (only casting, no Melee)
No longer has Charge or Bleed Ability
Now has the Spell Flaying ability


Blightmare
Has been switched to Mage AI (only casting, no Melee)
No longer has Charge or Disease Ability
Now has the Spell Blight ability


Giant Swamp Slug and Colossal Swamp Slug
The Giant Swamp Slug and Colossal Swamp Slug are now "ranged" creatures that function similarly to Flame Purgers (except they only get a basic "Barrage" ability and not get a "Giant Barrage" ability like purgers)


Aegis Slime, Muck, Sand Muck, Shallow Water, and Snowdrift
All slime-type creatures now have the new "Regeneration" ability


Giant Frog, Colossal Frog, Giant Poison Dart Frog, Colossal Poison Dart Frog
All slime-type creatures now have the new "Regeneration" ability


Fortress Beetle
Now has the "Grit" ability


Ankheg
No longer has the Dig ability and no longer has Poison Spit ability
Now has the Poison Dig ability


Phoenix
No longer has the Massive Fire Breath ability
Now has Epic Barrage ability (same as previous "Phoenix Barrage", just renamed)


Black Widow, Giant Black Widow, and Colossal Black Widow
Now also has Disease ability


Nightstalker
Now has Swarm ability


Global Ability Changes

Ability Descriptions

Descriptions for Bleed effects on abilities now list the total damage that is inflicted over 15 seconds (rather than list per tick damage)

Descriptions for abilities that provide Healing to pets have been updated to display "actual" amounts (we previously had a Tamed Creature Healing Effect Scalar that was adjusting those amounts, so the displayed amounts were actually x2 higher than what they would actually see in game)

Fixed several ability descriptions that weren't factoring in (Control Slots) scaling for the ability's effects


AoE Targets Cap
All creatures abilities that can hit multiple targets in an area of effect (i.e AoE abilities) now have a cap to the maximum number of targets they can hit, which is listed in the description for the ability

The majority of AoE abiltiies have a cap of 3 targets, with notable exceptions being the Drowned Dragon's Drowned Breath (5 targets) and the Otyugh's Spine Barrage (7 targets)


Massive Breath
Most creatures that had both a "Normal" breath ability and a "Massive Breath" ability (and would randomly choose between the two) will no longer have a Normal breath ability and will instead always do their Massive Breath ability

In the majority of cases, players would prefer for their creature to do the Massive Breath one, so we have changed that to reflect this and grouped these creatures in the Spray trait group (which has access to the Spray trait which boosts AoE abilities)


Stealth Creatures
Stealth creatures will no longer have the Ambush ability (but will still have Vanish and Backstab)


Poison Creatures
All creatures that are capable of inflicting Poison with melee attacks now have the "Sting" passive ability





Updated Ability Descriptions

Air Breath

Cooldown Ability

Fires a projectile at a target up to 12 tiles away, dealing (DamageMax * 1.5) damage and reducing melee and spellcasting damage by (Control Slots * 4%) for 15 seconds


Air Shield
Cooldown Ability

Creates a shield around the creature that increases accuracy and melee defense by 15% for 60 seconds (cannot stack)


Ambush
Passive Ability
Increases chance of inflicting poison and triggering special abilities by 50% of normal when backstabbing


Backstab
Passive Ability

If stealthed, creature's next melee attack gains +25% accuracy and deals +150% damage


Bad Luck
Cooldown Ability
Has a 15% chance when taking damage to inflict that damage also onto the attacker, with damage amount capped at (DamageMax * 2.0) against creatures and (DamageMax * 0.5) against players


Barb Swarm
Cooldown Ability
Fires projectiles at a location up to 12 tiles away, inflicting (DamageMax * 1.0) bleed damage over for 15 seconds against up to 3 targets within 2 tiles (the first target hit also takes +50% damage)


Bleed
Passive Ability
Has a 15% chance on melee attack to deal (DamageMax * 1.0) damage over 15 seconds


Blood Expertise
Cooldown Ability
Consumes up to 10 blood within 6 tiles to increase accuracy by (10% + (Blood Consumed * 0.75%)) for 30 seconds (cannot stack)


Blood Frenzy
Cooldown Ability
Consumes up to 10 blood within 6 tiles to increase melee attack speed by (7.5% + (Blood Consumed * 0.5%)) for 30 seconds (cannot stack)


Blood Healing
Cooldown Ability
If below 66% hit points, will consume up to 10 blood within 6 tiles to restore (5% + (Blood Consumed * 0.5%)) of maximum health


Blood Rage
Cooldown Ability
Consumes up to 10 blood within 6 tiles to increase melee damage by (15% + (Blood Consumed * 1%)) for 30 seconds (cannot stack)


Blood Shield
Cooldown Ability
Consumes up to 10 blood within 6 tiles to increase magic resist by (60 + (Blood Consumed * 4)) for 30 seconds (cannot stack)


Burrow
Cooldown Ability
Has a 15% chance on melee attack to inflict a bleed effect on target dealing (DamageMax * 2.0) damage over 15 seconds


Charge
Cooldown Ability
Teleports to a location up to 12 tiles away and inflicts (DamageMax * 0.75) damage against up to 3 targets within 1 tile (the first target hit also takes +50% damage)


Chilled Charge
Cooldown Ability
Teleports to a location up to 12 tiles away and inflicts (DamageMax * 0.75) damage and reduces attack speed by (Control Slots * 2) for 15 seconds against up to 3 targets within 1 tile (the first target hit also takes +50% damage)


Chill Touch
Passive Ability
Has a 15% chance on melee attack to inflict (Damage Max * 1.0) damage and reduce their attack speed by (Control Slots * 2%) for 15 seconds


Corpse Barrage
Cooldown Ability
Creature makes its normal melee attacks as ranged attacks up to 12 tiles away. Hits have a 15% chance to inflict a disease effect dealing (DamageMax * 0.5) damage every 5 seconds to the target for 30 seconds


Crush
Cooldown Ability
Has a (5% + (Control Slots * 5%)) chance on melee attack to reduce target's armor by 25. If target's armor is reduced to 0, it also inflicts a bleed effect dealing (DamageMax * 1.0) damage over 15 seconds


Devour
Cooldown Ability
Can consume nearby corpses to heal 15% of maximum health


Dig
Cooldown Ability
Teleports to a location up to 12 tiles away and inflicts (DamageMax * 0.75) damage against up to 3 targets within 2 tiles (the first target hit also takes +50% damage)


Disease
Passive Ability
Has a 15% chance on melee attack to inflict a disease effect dealing (DamageMax * 0.5) damage every 5 seconds to the target for 30 seconds


Drowned Barrage
Cooldown Ability
Fires projectiles in a 6 tile radius inflicting (DamageMax * 0.75) damage and reducing melee defense by (Control Slots * 2%) and armor by (Control Slots * 5) for 15 seconds against up to 4 targets (the first target hit also takes +50% damage)


Earth Breath
Cooldown Ability
Fires a projectile at a target up to 12 tiles away, dealing (DamageMax * 1.75) damage


Earth Seeds
Passive Ability
Has a 15% chance on spellcast to inflict (SpellDamageMax * 1.0) bleed damage on target over 15 seconds


Earth Shield
Cooldown Ability
Creates a shield around the creature that increases melee damage by 15% and armor by 30 for 60 seconds (cannot stack)


Eldritch Breath
Cooldown Ability
Fires a projectile at a target up to 12 tiles away, dealing (SpellDamageMax * 1.5) spell damage and reducing target's magic resist by (Control Slots * 20) for 15 seconds


Eldritch Shield
Cooldown Ability
Creates a shield around the creature that increases spell damage by 15% and magic resist by 60 for 60 seconds (cannot be stacked)



Enrage
Passive Ability
Has a 15% chance on melee attack to increase melee damage by 20% for 30 seconds (cannot stack)


Epic Barrage
Cooldown Ability
Fires projectiles at a target up to 12 tiles away, inflicting 3 hits each dealing (SpellDamageMax * 0.6) spell damage


Fiery Charge
Cooldown Ability
Teleports to a location up to 12 tiles away and inflicts (DamageMax * 0.9) damage against up to 3 targets within 3 tiles (the first target hit also takes +50% damage)


Fiery Dig
Cooldown Ability
Teleports to a location up to 12 tiles away and inflicts (DamageMax * 0.9) damage against up to 3 targets within 2 tiles (the first target hit also takes +50% damage)


Fire Barrage
Cooldown Ability
Creature makes its normal melee attacks as ranged attacks up to 12 tiles away


Fire Breath
Cooldown Ability
Fires a projectile at a target up to 12 tiles away, dealing (DamageMax * 1.5) damage


Flamestrike
Passive Ability
Has a 15% chance on melee attack to inflict (DamageMax * 1.0) damage


Flurry
Cooldown Ability
Fires a projectile at a target up to 6 tiles away, inflicting (DamageMax * 1.5) damage and reducing Attack Speed by (Control Slots * 2%) for 15 seconds


Frenzy
Passive Ability
Has a 15% chance on melee attack to increase attack speed by 10% for 30 seconds (cannot stack)


Frigid Blast
Cooldown Ability
Fires a projectile at a location up to 6 tiles away, inflicting (DamageMax * 0.75) damage and reducing attack speed by (Control Slots * 2%) for 15 seconds against up to 3 targets within 1 tile (the first target hit also takes +50% damage)


Giant Corpse Barrage
Cooldown Ability
Inflicts 2 melee hits on a target up to 12 tiles away with each hit having a 7.5% chance to inflict a disease effect dealing (DamageMax * 0.5) damage every 5 seconds to the target for 30 seconds


Giant Fire Barrage
Cooldown Ability
Inflicts 2 melee hits on a target up to 12 tiles away


Gorge
Cooldown Ability
Inflicts (DamageMax * 2.0) damage against an entangled, hindered, or hamstrung target up to 1 tile away and restores 2.5% of maximum hit points


Grasp
Passive Ability
Has a (5% + (Control Slots * 5%)) chance on melee hit to entangle creatures for 6 seconds or hamstring players


Grit
Passive Ability
If below 33% hit points, will restore 10% of maximum health (has 15 second cooldown)


Magic Reflect
Cooldown Ability
Applies the magic reflect spell to the creature


Massive Blood Breath
Cooldown Ability
Fires projectiles in a cone, inflicting (DamageMax * 1.0) bleed damage over for 15 seconds against up to 3 targets (the first target hit also takes +50% damage)


Massive Bone Breath
Cooldown Ability
Fires projectiles in a cone, inflicting (DamageMax * 0.75) damage and reducing armor by (Control Slots * 10) against up to 3 targets (the first target hit also takes +50% damage)


Massive Dusk Breath
Cooldown Ability
Fires projectiles in a cone, inflicting (DamageMax * 0.7) damage which ignores armor and reducing accuracy by (Control Slots * 5%) for 15 seconds against up to 3 targets (the first target hit also takes +50% damage)


Massive Fire Breath
Cooldown Ability
Fires projectiles in a cone, inflicting (DamageMax * 0.9 damage against up to 3 targets (the first target hit also takes +50% damage)


Massive Ice Breath
Cooldown Ability
Fires projectiles in a cone, inflicting (DamageMax * 0.8) damage which ignores armor and reducing attack speed by (Control Slots * 2%) for 15 seconds against up to 3 targets (the first target hit also takes +50% damage)


Massive Water Breath
Cooldown Ability
Fires projectiles in a cone, inflicting (DamageMax * 0.8) damage and reducing defense by (Control Slots * 4%) for 15 seconds against up to 3 targets (the first target hit also takes +50% damage)


Mirror
Cooldown Ability
Spells cast onto the creature have a 15% chance to be reflected back onto the caster


Poison Spit
Cooldown Ability
Fires at a target up to 12 tiles away which inflicts (DamageMax * 1.5) Damage and applies Greater Poison (damage is increased by 50% if target already has greater poison or above)

Poison Dig
Cooldown Ability

Teleports to a location up to 12 tiles away and inflicts (DamageMax * 0.75) damage and applies greater poison against up to 3 targets within 2 tiles (damage is increased by 50% if target already has greater poison or above)


Reactive Armor
Cooldown Ability
Applies the reactive armor spell to the creature (with 100 total damage reduction)


Regeneration
Passive Ability
If below 66% hit points, will restore 5% of maximum health (has 15 second cooldown)


Sandblast
Cooldown Ability
Teleports to a location up to 12 tiles away and inflicts (DamageMax * 0.25) damage and reduces armor by (Control Slots * 15) for 15 seconds against up to 3 targets within 2 tiles


Shock
Passive Ability
Has a 15% chance on spellcast to deal (SpellDamageMax * 1.0) spell damage to the target and will also hinder creatures for (Control Slots * 1) seconds or hamstring players


Slime Barrage
Cooldown Ability
Creature makes its normal melee attacks as ranged attacks up to 12 tiles away


Soak
Passive Ability
Has a 15% on a melee attack to reduce target's melee defense by (Control Slots * 3%) for 15 seconds


Spellblight
Passive Ability
Has a 15% chance on spellcast to inflict (SpellDamageMax * 0.5) disease damage every 5 seconds to the target for 30 seconds


Spellburn
Passive Ability
Has a 15% chance on spellcast to inflict an additional (SpellDamageMax * 1.0) spell damage to the target


Spellflaying
Passive Ability
Has a 15% chance on spellcast to deal (SpellDamageMax * 1.0) bleed damage to target over 15 seconds


Spellshield
Passive Ability
Spells cast onto the creature have a 15% chance to increase its magic resist skill by 100 for 3 seconds


Spellsurge
Passive Ability
Has a 15% chance on spellcast to increase spell damage by 50% for 5 seconds (does not stack)


Spine Barrage
Cooldown Ability
Fires projectiles in a 8 tile radius inflicting (DamageMax * 0.75) damage against up to 5 targets (the first target hit also takes +50% damage)


Steam Cloud
Cooldown Ability
Immediate enters stealth and inflicts (DamageMax * 0.65) damage which ignores armor against up to 3 targets (the first target hit also takes +50% damage)


Sting
Passive Ability
On successful melee hit, if target is already poisoned (greater or above), has Poisoning Skill % chance to inflict (DamageMax * 0.25) damage which ignores armor


Swamp Breath
Cooldown Ability
Fires at a target up to 12 tiles away which inflicts (DamageMax * 1.25) Damage, has a (Control Slots * 20%) chance to Entangle target for 5 seconds, and has Poisoning Skill % chance to apply Greater Poison


Swarm
Passive Ability
Gains +2% melee and spell damage for each tamed creature owned by controller (including itself) attacking the same target


Swarmstrike
Cooldown Ability
Has a 15% chance on melee attack to reduce target's melee defense by (Control Slots * 2%) and armor by (Control Slots * 10) for 15 seconds


Vanish
Cooldown Ability
Creature immediately enters stealth


Weaken
Passive Ability
Has a 15% chance on attack to reduce target's melee and spell damage by (Control Slots * 4%) for 15 seconds


Web
Cooldown Ability
Has a (5 + (Control Slots * 5%)) chance on melee attack to hinder creatures for 3 seconds or hamstring players


Traits System
The Traits system has been dramatically streamlined, condensing our previous collection of over 100+ Traits down to 35 or so, by getting rid of the bulk of the "conditional" traits that often would be so specific that many pets couldn't take advantage of them with any regularity

We have also eliminated a number of Traits that were specific to individual abilities (such as "Rend" specifically for Bleed attacks) and have replaced them with generic versions (such as "Wrath") which will appear on multiple pets but provide the same bonus effect to their respective abilities






Trait Groups
In order to better balance tamed creatures, we have assigned each creature a Trait Group, which are preset groupings of Traits that players can select from when leveling those pets

Pets with the same Trait Group are typically ones with a similar combat style or approach, and should in most cases be able to utilize all of the Traits available in the group effectively




For instance, the "Carrion" trait group (displayed below) contains the Contagion trait which boosts damage against diseased targets, and all creatures who are assigned to the Carrion trait group have been added because they are capable of inflicting disease

Individual lists of Traits for different Trait Groups will be listed at the bottom of this forum post


Traits available to creatures in the Carrion Trait Group


Trait Group Traits

Arcane

Includes Nightmare, Blood Courser, Blightmare, Wisp, Arboreal Wisp, Bonfire Wisp, and Volt Wisp




Bat
Includes Cave Bat, Devil Bat, Fire Bat, Giant Bat, and Vampire Bat




Breath
Includes Air Dragon, Air Drake, Dragon, Dragon Whelp, Drake, Drake Whelp, Earth Dragon, Earth Drake, Swamp Dragon, Swamp Drake, Fiery Leaper, and Snowdrift




Burdenbeast
Includes Ankheg, Ant Lion, Arctic Bullvore, Bullvore, Colossal Blazing Beetle, Hellhound, Radiant Burrowbug, Deep Crawler, Sand Crawler, and Searing Bullvore




Burrow
Includes Acarid, Aegis Leech, Cryptwing, and Bloodworm




Carrion
Includes Aegis Rat, Carrion Beetle, Corpse Eater, Devourer Beetle, Giant Rat, and Skulker




Crusher
Includes Husk Crab, Komodo, Monitor, Monitor Hatchling, Sand Crab, and Searing Lizard




Feral
Includes Aegis Whelp, Black Bear, Black Cat, Blood Ape, Blood Hunter, Brown Bear, Cave Bear, Chameleon, Cougar, Embear, Fire Salamander, Flamehound, Grizzly Bear, Jaguar, Desert Ostard, Forest Ostard, Frenzied Ostard, Tundra Ostard, Nightstalker, Polar Bear, Primordial, Primordial Whelp, Shade Wolf, Silverback, Winter Wolf, Wolf, and Wolfhound




Frog
Includes Giant Frog and Colossal Frog




Generic
Includes Army Ant, Bird, Bison, Bull, Cat, Chicken, Cow, Dog, Eagle, Elk, Fire Ant, Elk, Goat, Great Hart, Hind, Mongbat, Horse, Llama, Pig, and Sheep




Guar
Includes Guar, Rock Guard, and Rime Guar




Mage
Includes Aegis Imp, Aegis Minion, Familiar, Fire Minion, Imp, Minion, Searing Minion, and Shadow Minion




Melee Spray
Includes Barbed Prowler, Blood Dragon, Blood Drake, Drowned Dragon, Dusk Dragon, Dusk Drake, Ember Dragon, Ember Drake, Otyugh, Skeletal Dragon, Smoke Dragon, Smoke Drake, Water Dragon, Water Drake, White Wyrm, White Wyrmling, and Frigid Hornbeast




Purger
Includes Giant Swamp Slug, Colossal Swamp Slug, Flame Purger, and Corpse Purger




Pyrrhic
Includes Fire Beetle, Searing Mantis, Tidal Mantis, Molten Mongbat, Sabeartooth, Fire Crawler, and Bloodwolf




Roach
Includes Scarab, Giant Sandroach, and Colossal Sandroach




Scorpion
Includes Aegis Scorpion, Blood Scorpion, Colossal Frost Scorpion, Colossal Searing Scorpion, Giant Scorpion, and Scorpion




Sentinel
Includes Aegis Slime, Fortress Beetle, Lemura, Sphinx, Aegis Mongbat, Shallow Water, Temple Guardian, and Sand Muck




Serpent
Includes Adder, Aegis Asp, Anaconda, Asp, Blood Serpent, Reef Serpent, Wyvern, Wyvern Hatchling, and Stinger




Spellbeast
Includes Eldritch Drake, Eldritch Dragon, and Phoenix




Spider
Includes Black Widow, Giant Black Widow, Colossal Black Widow, Trapdoor Spider, Giant Trapdoor Spider, Colossal Trapdoor Spider, Giant Spider, Swamp Spider, and Cave Gorger




Swamp
Includes Giant Poison Dart Frog, Colossal Poison Dart Frog, and Muck

 
Last edited:

DkH.ZeRa

Apprentice
Huge new content. Thanks!

Ebb and Flow will be a dead talent i guess. No one wants 15% damage on a water elemental (flow). :cool:


PvP-Tamer could scale way too much with:
PvP: Bonuses earned from Affinity Rewards WILL apply in PvP
Multiple Bonuses: Several Affinity bonuses have multiple entries (such as Beastmaster) and the bonuses received from having multiples of them will stack with each other
 
Last edited:

Basia

Master
Wow! So many things. I love the new white wyrm graphics. Also love that the Affinity bonuses might eventually help make pvm pets somewhat more viable for defense -- it's been way too easy for pks to delete our pets, with poison especially.

One suggestion: "Thrifty" should also apply to reagents so mage tamers can utilize that Affinity bonus too.
 

Boiba

Neophyte
I just hope that summoners don't have to resummon there water elemental every 1 min now because it take to much damage and healing it is not even viable mana wise.
 

Dobje

Neophyte
imo you should scale affinity bonuses for 50% in pvm and for 25% in pvp. classes are now quite balanced after codexes were added and dexxers got melee damage bonus. so if you give so such huge bonuses to tamers both in pvm and pvp the shard will become 'tamers game' again
 

oroechimaru

Grandmaster
Wow! Impressive patch.

1. is the new features “minimum 50 taming” of the player’s skill or the tameable’s skill requirement (example frogs are <0)

2. the wording of “special resist” sounds like “resistance of special moves” but sounds like its disease/bleed only which sounds confusing. Keeping pets alive from poison/bleed/disease can be challenging i imagine.

Maybe re name special resistance to “ailment resistance “ instead if it remains bleed/disease only? (I may have misread)

3. Hopefully naruto frogs can still regenerate:)
 

oroechimaru

Grandmaster
Frogs maybe move to swamp with the other frogs (also these are tamed in shelter dungeon in a swamp which fits the theme) . Also the wording is odd for frogs to receive a spell damage boost when they have 0 magery
 

Skuli

Apprentice
Aegis slimes lost regeneration? Why?

Colossal/giant slugs giant barrage was the only thing tha tmade them even remotely entertaining for pvp. They do .6dps now and zero burst capability, that kind of sucks. Of course I was the only guy on the shard still using them but they were fun and essentially low-end to begin with, why nerf them completely?

Pets immediately stop attacking once you off-screen in pvp. Not sure if that's intended or not. My tank pet refused to engage at all, slimes still spit slime when the target got within attack range but neither would continue to follow the target.
 

oroechimaru

Grandmaster
General feedback for slimes (aegis) is they barely hit in pvp and when they do its 1 damage

Without regen they probably as a whole are now “useless” in pvm with all perks

Suggestion for slimes: have them function like gelatinous cubes in dnd (link below) or have a 33% chance to absorb and ignore all sources of damage


 
I have very mixed feelings about affinity buffing pets in pvp. I like tamers getting a buff because it is what I play but are pvp tamers all expected to pvm to maximize their builds now? Should I expect a lot of red tamers to be going blue to max this out before going back red?

Also, how did sand roach go from having cleanse to now not even having a base poison and special resist? I don't really mind but it is like saying that the main thing the pet was known and designed for has completely changed.

Edit: first I should have said, overall cool changes and I am excited to try them out.

Also to clarify since pet max damage is being nerfed in pvp with how abilities work i do understand buffing taners in pvp somehow. I am just bot sure it makes sense to require them to pvm to get the buff
 
Last edited:

spooj

Novice
Cool changes! I think it'd be interesting to see a lot of these traits/bonuses be accessible through a skill tree of sorts. I like how with pets you need to spec into certain traits and decide how your pet will evolve/specialize. Would be interesting if affinity system offered a skill tree you can spec into - to give some more build diversity - versus flat bonuses that are the same for everyone. Albeit this would be harder to balance.
 

Duke

Novice
First off, great work.

Second, I was hoping this patch would diversify boat pvp but it looks like prowlers will remain king. Possibly a removal to the autoaiming 100% accuracy portion of the barb swarm while on a boat?
 

Boiba

Neophyte
Give summons their full spirit speak bonuses in PVP now that you're giving affinity PVP bonuses.

AFFINITY HAS NO BUSINESS IN PVP.

PVM BONUSES SHOULD BE PVM.
I would love for spirit speak to give some more PvP viability. Maybe make it add a small mitigation to the caste or if that's to strong maybe some other cool ability like disarm/hinder/hamstring something.
 

AreYouKidden

Legendary
I can't say I understand half of what's going on with the tamer page, looks like a huge undertaking for Staff so good job! and a lot of diversity, change for tamers, so hoping everyone loves it.

My one concern is the Affinity bonuses (whatever they are), affecting PvP seems a poor design - considering every other PvM system, has been kept out of PvP so far, it'll muddy the waters, and just make another element to balance in PvP - I don't think it's a strong design choice.. If tamers need help in PvP (I didn't think they did, but maybe something in this patch changed that), then fix the issue at the root, don't add another layer on top.

120 taming didn't stop PK's from leveling taming, affinity won't stop them from maximizing their benefit.. Just balance them properly.