


Stabya wrote:For those of us with ADD, does this mean one breed is better than the other? or it all depends?
Poofah wrote:For example, let’s look at an Emperor Crab, using Claw (1 ATK ratio), Healing Wave (1.5 ATK ratio), and Whirlpool (1.5 ATK ratio). Healing Wave and Whirlpool each have a 3 round cooldown, so let’s consider a cycle of 4 turns – Whirlpool, Claw, Claw, Healing Wave. The average ATK ratio of this set of moves is (1.5+1+1+1.5)/4 = 1.25.
What does this mean? It means that on an average turn, Emperor Crab gets to apply 1.25x of its power – either to add to its own health or subtract from the opponent’s. If the Crab fights for 5 turns, then 1 power is worth 5*1.25 = 6.25 health to him. If he fights for 4 turns, then 1 power is worth 4*1.25 = 5 health. Therefore, the break-even point for the crab is 4 turns: as long as the crab lives longer than 4 turns, then the crab will get more value from choosing power over health.
Poofah wrote:If you're a pet with Dodge/Kick/Eyeblast/Flurry/Blitz or similar abilities, then going first is an extremely large advantage, and it's worth sacrificing almost any amount of power to get enough speed to go first.


Poofah wrote:In PvE, you know exactly what speed the opponent's pets have--Warla has that info posted on petsear.ch. In this case, you can get a big advantage by choosing a pet that's just barely faster than the tamer's. If you can't be faster, then the slowest/strongest pet will be the best.
Certain pets such as Rabbits and Flayers will always need speed, however, due to their movesets.


Gendou wrote:But overall, I think that min-maxing team power/speed based on the Tamer stats is more work than I'm willing to do.
Since I personally only want one of each pet, I tend to just go for the most power I can get, unless otherwise indicated.
Gendou wrote:I have a P/P Flayer Youngling, and I've found it to be exceedingly potent.
Is there a reason to forgo power for speed in this case (particularly for someone focused on PvE instead of PvP)?


Poofah wrote:Gendou wrote:I have a P/P Flayer Youngling, and I've found it to be exceedingly potent.
Is there a reason to forgo power for speed in this case (particularly for someone focused on PvE instead of PvP)?
I should have been more specific: a Blitz/Reflection/Kick Flayer always needs speed; a Triple Snap/Rampage Flayer doesn't gain any extra benefits from speed, so power is better after the 5 turn break-even point. Flayer is kind of a special snowflake in that he has two very different movesets that are both pretty good. Because of that, he's also a great example where it's nice to have multiple breeds available: P/P or H/H for killing critters, P/S or S/S for killing dragons (depending on their speed), and S/S for PvP.
Usaia wrote:Another good example is Crimson Geode. Suicidal version and amplify/bolt version. H/H and P/P become handy depending what version you use
Usaia wrote:If I pop my Survival on 2 points of health on low speed pet, I get extra 2 turns. The health after that has no relevance being it 4/5/6 turn fight.
Usaia wrote:The same goes for example undead racial


Poofah wrote:Usaia wrote:If I pop my Survival on 2 points of health on low speed pet, I get extra 2 turns. The health after that has no relevance being it 4/5/6 turn fight.
Another interesting case. Survival operates much like Dodge (except Dodge is millions of times better) -- it prevents your opponent from getting the benefit of their turn as long as the Survival or Dodge buff is up. If you're slower, then you spend your turn to negate your opponent's next turn--it's a wash. If you're faster, you spend your turn to negate your opponent's current turn and next turn. The difference is that Survival is only effective if you would have died, while Dodge is always effective.

Poofah wrote:The damage formula:
Damage = (20 + power) * (baseDamage/20)
Poofah wrote:Gendou wrote:I have a P/P Flayer Youngling, and I've found it to be exceedingly potent.
Is there a reason to forgo power for speed in this case (particularly for someone focused on PvE instead of PvP)?
I should have been more specific: a Blitz/Reflection/Kick Flayer always needs speed; a Triple Snap/Rampage Flayer doesn't gain any extra benefits from speed, so power is better after the 5 turn break-even point. Flayer is kind of a special snowflake in that he has two very different movesets that are both pretty good. Because of that, he's also a great example where it's nice to have multiple breeds available: P/P or H/H for killing critters, P/S or S/S for killing dragons (depending on their speed), and S/S for PvP.
Ryazan wrote:Mmm, wondering do you have any theory on how does the damage range work since we all know that an ability hardly ever hits for what the tooltip states but always a bit less or more? I haven't found anything solid so far but my wild guess it's probably some % of the damage following the formula above since abilities hitting harder tend to have more variation to both ways than dots, for example.
Maizing wrote:I have 2 flayers... an S/S that I have started using vs Aki and an H/P that I am currently leveling. Should I scrap the H/P and look for a P/P? Or maybe keep it and just try to get a 3rd one that is P/P (or maybe a P/S)?
Poofah wrote:Maizing wrote:I have 2 flayers... an S/S that I have started using vs Aki and an H/P that I am currently leveling. Should I scrap the H/P and look for a P/P? Or maybe keep it and just try to get a 3rd one that is P/P (or maybe a P/S)?
I wouldn't scrap him, if you're using him to kill critters with Rampage. The health gains a lot of value when incoming damage is reduced, and the Humanoid passive also makes health more valuable.
Flayer is a frustrating case where I would really like to have more than 3. I'd say that a S/S is a must-have; any of P/P, H/P, H/H are good for critters; and personally I really like having a P/S as a metagame choice, because 289 speed still lets you go first against a lot of pets, and the extra power is very noticeable.
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