My Pet Gets My XP?

Sanya from the Camelot Herald does a short Q & A for all pet owners and their group mates for Dark Ages of Camelot. I also added her miscellaneous Q & A session as well. Here's a list of pet questions I've received from many pet owners, and the vet is in to get you the answers: Q: How much exp does a pet take from the owner? From the group? A: The pet is outside the group, so it takes X% of the monster's xp, and whatever's leftover is split between the groupmates fighting. X is usually from 0-25% of the xp, scaled proportionally to the damage the pet does. If the pet does 0% damage, it takes no xp, if it does full damage it takes its full split (25%). Charmed creatures and druid pets take up to 50% xp, but the odds of a druid pet doing that much damage are pretty low. Q: What is the difference between each level of pet, ie: Lesser nature spirit, minor nature spirit, nature spirit, etc.. I noticed between the lowest and second lowest type the pet buffs itself, however from the second rank to the third my pet never seemed to gain new abilities. So what exactly do these 'levels' of pets mean? A: The new spells have a higher max level pet that is summoned, and can summon pets with different special abilities (please note – we’re still working on hammering out their special abilities). Q: Actual Level of pet: Such as a druids lower level pets vs a higher level enchanter pet. I have been told the actual level of pet just determines the HP the pet has and how much damage it does. One thing that is not affect is the pets chance to hit, that is based on my character level, not the pets level. If this isn’t true, don’t you think it will make weaker pets (like the druids pet) worthless after level 20? At level 20 the pet would be level 15, meaning a yellow mob to me would be purple to pets. We know how effective someone is against a purple monster. This only gets much worse as a druid gets higher in level. A: Actual level of pet is a % of the caster's level: Druid pets are set to 75% of the caster's level up to the max determined by the spell, and all other summoned pets are set to 88%. ALL stats are determined by level except special abilities, which are determined by specific monster type. Chance to hit is most definitely based on pet level, not character level. Q: Pet types: Druids, enchanters, and Spirt masters get a random pet type when the summon a pet. Does this make a difference? Are Tree pets stronger then wolf pets? Do cat pets hit faster then other ones? I think just clarifying the differences would be nice, if there are any. A: There are some differences, yes, but nothing substantial. Different damage types, for example. The exception is the Theurgist, whose elementals are radically different. Q: When soloing, I often pull with my DoT and send my pet in after the mob starts towards me, so by the time my pet engages the mob it is attacking from behind. Since my pet currently rarely hits hard enough to aggro the mob onto itself it winds up chasing the mob to where I want to fight occasionally hitting. This is exactly as it should be. My concern/complaint is this: while the mob is running towards me, facing me with my pet behind it, the mob somehow can still hit my pet. If it were me or any other pc getting chased by a mob I would get the target is not in view message. Why can a mob hit my pet without looking at it? A: Players aren't restricted from attacking and running at the same time, or turning as fast as they can.. Neither are monsters. So you can think of this as the monster running towards the player he wants to attack, realizing he's not in range yet but knows there's someone else close by he can attack, turning quickly to take a swipe at that monster then continuing on to the player. The alternative would be NOT allowing that monster to attack the pet which would be allowing a horribly powerful version of kiting. Attack npc, send pet, run away. The pet gets free swings on the monster as it chases the player. Sanya here: I would like to thank all the players who submitted questions on the Vault and in my email for creating a good reason to post this stuff. Misc Q & A These questions have no relation to one another, they were just recurring themes in my email and on the boards this week. There were more, of course, but these I have ANSWERS to. Y'all have a good weekend. Q: The Igraine server went down tonight at approx 9:30pm. Ok no prob. Figured I would just log into the Tristan server and play my character over there. But alas, when trying to log back in I received the message - account already logged in. Therefore, I was stuck in limbo until the Igraine server was brought back online (or the *backup* server). What if the turn around time on this was more than 24 hours?? I am a techy and can understand servers going down from time to time. But not being able to log in to another server?? Doesn't seem reasonable to a paying customer. A: Okay, this is how it works: Normally, when a server is shut down while players are still in it, the last thing it does before exiting is to "log out" each of the players. This notifies the accounting system that the player is no longer in the game and makes it available for use on other servers. When a server goes down in an uncontrolled manner, there is no notification for the accounting system, and so accounts logged into that server remain unavailable until the server restarts and lets the accounting system know what happened. Q: The /command list is great, but there were some that I don’t even RECOGNIZE. Please define upgrade, repair, salvage, and make. Hey! Make isn’t on the list anymore! What gives? A: Here you go: /upgrade (crafter skill) Allows for the upgrading of keep doors. This will increase the AF and Total Health of said door. /repair (crafter skill) Allows for the repair of items similar to the Smith NPC. Increases the condition back towards 100% while dropping the durability appropriately. /salvage (crafter skill) Allows for the "melting down" of an item for the purpose of extracting the base material used to make the item. (Note: for all three of the above, if you have no skill points in that specialization, you can type the command, but it won’t do anything until you have the skill.) /make An internal command that lets Mythic make crafted items to test them. It shouldn’t be on a player guide. If players can make this work, we’d really, REALLY like to know why. Q: When I cast the spells is says you cast the spell, or, you cast the spell and the creatures is whatever, or your spell is resisted. I know what the resisted one means, I know what the success one means, but what about the one where it just says I cast the spell? ....Is it resisted? Cast but not effective? Cast but just no success statement? It only happens the first time I cast them in a fight...after that is always lets me know if it works or not. A: You're out of range of the effect print; if it doesn't say it's resisted, the effect stuck. Q: How can you tell if autosplit has been turned off by your group leader? The group gets a message when the leader first makes the change. But if you miss that, or you have joined the group late, you can tell simply by checking your system messages whenever someone loots. If autosplit is on, all looting messages will have (autosplit) in front of the text. If autosplit is off, the message will read “So and so loots an item.”

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