This is Lyrrin's sandbox page, for detailing how the new taming system works and finding places that need tweaking.
One question: current skill to tame is 62, 72, 82, 92, 98. This means there is no point in taking 60 taming and you have to have it as at least a secondary skill to tame any of these pets. Should we lower taming skill needed to something like 55, 65, 75, 85, 95?
Stats and Skills
- General idea
- Level 1 (AOE)
- Lowest hit points, stats, and skills, but you can have up to 5 of them
- All combat skills
- Balanced str and dex, low int
- Level 2 (Ranged)
- Heavy emphasis on magic skills, but can train melee skills
- Moderate str, low dex, high int
- Level 3 (Healer)
- Emphasis on combat skills, weak magery for healing/cure. Adult gets boosted to a moderate amount of magery.
- Mostly balanced stats, str > dex and int
- Level 4 (High damage)
- All combat skills. Slightly higher HP than L3, much lower HP than L4
- Highest stat total of all levels. High str, moderate dex, low int, for high damage combat
- Level 5 (Tank)
- All combat skills. Highest HP, but lower stats than L4.
- Stat total equivalent to L3 but distributed differently. High str, moderate dex, low int.
All special attacks will use stamina. This leaves L2 and L3 able to do fewer special attacks, as a trade-off for being able to cast spells or heal while still doing melee combat.
Baby Pets
|
Level 1
|
Level 2
|
Level 3
|
Level 4
|
Level 5
|
Hit Points
|
50
|
70
|
80
|
90
|
120
|
Str
|
100
|
75
|
100
|
140
|
120
|
Dex
|
100
|
50
|
75
|
100
|
100
|
Int
|
25
|
110
|
70
|
25
|
25
|
Stat Total
|
225
|
235
|
245
|
265
|
245
|
|
Level 1
|
Level 2
|
Level 3
|
Level 4
|
Level 5
|
Wrestling
|
50
|
30
|
60
|
65
|
70
|
Tactics
|
50
|
0
|
60
|
65
|
70
|
Anatomy
|
50
|
0
|
0
|
65
|
70
|
Magic Resist
|
50
|
55
|
60
|
65
|
70
|
Magery
|
0
|
55
|
30
|
0
|
0
|
Meditation
|
0
|
55
|
30
|
0
|
0
|
Eval Int
|
0
|
25
|
0
|
0
|
0
|
Skill Total
|
200
|
220
|
240
|
260
|
280
|
Skill Caps
|
80
|
80
|
80
|
80
|
80
|
A baby pet will grow up into an adult as soon as any of its skills reaches 80. With the current setup this means it will take longer to train a level 1 than it will take to train a level 5. I actually like this, since you can simultaneously train 5 L1's together but can only train one L5 at a time. Having L5 need less time to get to adult sounds like a fair tradeoff to me and a "benefit" of GM-ing taming. Open to changing though.
IDEA: Higher taming = faster pet skill gain?
Adult Pets
|
Level 1
|
Level 2
|
Level 3
|
Level 4
|
Level 5
|
Hit Points
|
100
|
150
|
200
|
225
|
300
|
Str
|
125
|
75
|
125
|
175
|
155
|
Dex
|
125
|
50
|
90
|
125
|
125
|
Int
|
25
|
170
|
90
|
25
|
25
|
Stat Total
|
275
|
295
|
305
|
325
|
305
|
|
Level 1
|
Level 2
|
Level 3
|
Level 4
|
Level 5
|
Wrestling
|
80
|
*
|
80
|
85
|
90
|
Tactics
|
80
|
*
|
80
|
85
|
90
|
Anatomy
|
80
|
*
|
*
|
85
|
90
|
Magic Resist
|
80
|
80
|
80
|
85
|
90
|
Magery
|
0
|
80
|
60
|
0
|
0
|
Meditation
|
0
|
80
|
*
|
0
|
0
|
Eval Int
|
0
|
80
|
0
|
0
|
0
|
Skill Total
|
320
|
>350
|
>330
|
340
|
360
|
Skill Caps
|
110
|
120
|
130
|
140
|
150
|
- "*" denotes that these skills are left at the pet's current skill level.
- L2 combat skills are capped at 80.
- L3 magery and meditation are capped at 80.
Behavior
The following rules apply to all pets
|
Attack
|
- All pets will attack a given target with the "kill" command.
- When the target dies, the pet returns to the owner's side and switches to "guard" mode.
- Pets will periodically try to use their special attack
- On successful melee hit, they have a 25% chance to use their special attack.
- On successful special attack use, there is a 30 second cooldown before another attempt will be made.
- Lyrrin note: Is 30 seconds too low for cooldown? Also, since swing speed is dependent on stamina, should the pets be smart enough to not use the ability if they are below X stamina? Lara says yes.
|
Guard
|
- Pets will only attack mobs that are attacking their owner or themselves, in that order.
- As with attacking, if the target mob dies the pet will return to the owner and stay in "guard" mode.
|
Follow
|
- Pets will stay at your side and not attack anything. They will ignore any mobs that attack them.
- Pet follow speed has been increased so that they keep up with you when you are running or mounted.
- If a pet gets more than 16 tiles away from you, it will teleport to your side. It will also do this while attacking or guarding.
|
Each level of pet has special behaviors during attack and guard:
Level 1 - Split up to attack multiple targets
|
Attack
|
- When given the 'kill' or 'all kill' command, each L1 pet from the same owner will attack a different target within 5 tiles of the original target.
- If there aren't enough targets in range, they will split up existing in-range targets between them.
- L1 pets do not care about what L2+ pets are doing, so they may attack the same target as an L2+ pet from the same owner.
- Because peripheral target selection is not under the player's control, L1 pets are hard-coded not to attack their owner, other players, anyone's pets or summons, or anything that will flag the owner as criminal, even on the mainland where PvP is allowed.
|
Guard
|
- L1 pets will split up and attack different targets, but only ones that are currently attacking their owner or themselves.
- Targeting restrictions for attacking do NOT apply for guarding. If a player or their pet attacks the owner, L1 pets will attack back. (Lyrrin double-check that this is true)
|
Level 2 - Ranged (magery) attack
|
Attack
|
- L2 pets primarily attack with spells, with close-range melee as a backup.
- To attack with spells, L2 pets need reagents. Players can drag/drop reagents onto the pet or open their backpack and put reagents inside.
- If they run out of reagents, they will say, "*Stops casting to look around for more reagents*". This message is throttled to only happen every 1 minute, to avoid spamming. While out of reagents, they will revert to melee combat.
- As long as they are able to cast, they will try to stay 3 tiles away from the mob they are attacking to avoid getting hit.
- If they run out of mana, they will revert to close-range melee attacks until they have more than X mana (Lyrrin needs to re-evaluate this in light of the new regen code)
- L2 pets will not use special attacks unless they are doing melee combat.
|
Guard
|
- If a mob attacks their owner, L2 pets will guard by casting spells or doing close-range melee the same way they attack.
- If no mobs are currently attacking the player, L2 pets will meditate. When they start meditating, they will say, "*Settles into a trance, regaining energy*". This message is also throttled to every 1 minute to avoid spamming.
|
Level 3 - Healer
|
Attack
|
- In addition to melee combat, L3 pets can heal themselves, their owner, and their owner's other pets.
- To heal, L3 pets need reagents. Players can drag/drop reagents onto the pet or open their backpack and put reagents inside.
- If they run out of reagents, they will say, "*Stops casting to look around for more reagents*". This message is throttled to only happen every 1 minute, to avoid spamming. While out of reagents, they will not be able to heal and will do melee combat.
- Healing takes priority over combat. L3 pets will attempt these actions in order: Cure a poisoned owner/pet, cast greater heal, cast heal, do melee combat.
- Healing/cure has a cooldown of 10-15 seconds before any heal/cure action can be used again. The cooldown is dependent on the owner's taming skill. 60 taming = 15 seconds, 100 taming = 10 seconds.
- If the pet runs out of mana, they only do melee attacks until they have enough mana to cast cure or heal again.
|
Guard
|
- If a mob attacks their owner, L3 pets will guard by healing or doing melee combat the same way they attack.
- If no mobs are currently attacking the player, L3 pets will meditate. (Lyrrin double-check this is true)
|
Level 4 - High Damage
|
Attack
|
- L4 pets do standard close-range melee combat.
- They have a small chance (10%) to stun their opponent on successful hit. (Lyrrin hasn't programmed this yet)
|
Guard
|
- L4 pets follow standard pet guarding rules.
|
Level 5 - Tank
|
Attack
|
- L5 pets do standard close-range melee combat.
- They have a small chance (10%) to taunt other mobs away from their owner, to attack the pet. Will not taunt if HP is below XXX. (Lyrrin hasn't programmed this yet)
|
Guard
|
- L5 pets follow standard pet guarding rules.
|
Special Attacks
- Birds - Peck
- "Peck" is the weapon ability Bleed Attack. Mobs will take damage regularly for 10 seconds.
- Canines - Howl (Not tested)
- This is a modified version of Necromancy's "Evil Omen" spell. Each mob within a 5 tile radius of the pet will receive 25% increased damage and increased poison level (if poisoned), the next time the mob is harmed.
- Felines - Sneak Attack (Not tested)
- This is a modified version of Deception's "Backstab". The pet will temporarily hide, then strike with a 2x bonus to damage, and unhide.
- Reptiles - Fire Breath (Not programmed yet)
- Modified version of fire field. Pet breathes out field of fire centered on mob.
- Does this work for raptors as well?
- Ursines/Bovines - Stun (Not tested)
- This is the weapon ability Paralyzing Blow. Target will be unable to move, cast, or attack for 6 seconds, or until it receives combat damage.
- Arachnids/Beetles - Poison (Not programmed yet)
- Will cause poison on next hit. Level of poison is dependent on wrestling skill, TBD.
- Plants/Earth - Entangle (Not programmed yet)
- Need to think on this one. There don't seem to be any special abilities or spells that reduce swing/attack speed. Best analog is to drain most of the mob's stamina? There is also the mysticism sleep spell, which reduces movement speed, or I could try to make a paralyze that does NOT wear off when taking combat damage. Could also change to "Thorn Strike", which could be weapon ability "double strike" or even bleed attack, and use talon strike for the birds.