So, I was "bored" and thought to test this out. For those new to the game, before 5.0 the Pets, mostly for SMN/SCH, had their own unique stats and aggro, they even had HP bars. But that all changed in 5.0 when SE integrated them and their moves more into the jobs actual kit. But what some people might not be aware of is that, although the pets had their own stats, it wasn't a 1:1 ratio comparable to the Job stats. The pet's stats were maybe 70-75% of the jobs.
Here's the thing though. With the adjustment made to the jobs, why do the pets still seem to have their own stats? I decided to check this out to see if this is still true, or if it was adjusted. Turns out that for SCH the faerie still heals for about 70% the SCH does. In fact, Fey Union is a direct parallel to Physick, since they are both "400" potency. But my Physick heals for around 18000, and Union heals for around 12500, which is around 70%. SMN seems to be a bit better as it seems the pet damage is around 85%; so a slight increase... maybe.
My point is, with the changes made to the pets, why aren't their potencies based on ours. I mean scaling potencies made sense when they were "separated" from us. But that is no longer the case. If I see that something does damage for 200 potency or heals for 400, I wanna have an idea based on the skills I use most frequently.
And this issue doesnt even include the pet-like skills that some of the other jobs have, like the turret or esteem.
So can this maybe be fixed with 6.0? Maybe?
Continue reading...
Here's the thing though. With the adjustment made to the jobs, why do the pets still seem to have their own stats? I decided to check this out to see if this is still true, or if it was adjusted. Turns out that for SCH the faerie still heals for about 70% the SCH does. In fact, Fey Union is a direct parallel to Physick, since they are both "400" potency. But my Physick heals for around 18000, and Union heals for around 12500, which is around 70%. SMN seems to be a bit better as it seems the pet damage is around 85%; so a slight increase... maybe.
My point is, with the changes made to the pets, why aren't their potencies based on ours. I mean scaling potencies made sense when they were "separated" from us. But that is no longer the case. If I see that something does damage for 200 potency or heals for 400, I wanna have an idea based on the skills I use most frequently.
And this issue doesnt even include the pet-like skills that some of the other jobs have, like the turret or esteem.
So can this maybe be fixed with 6.0? Maybe?
Continue reading...