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BST New Jug pets and JA.Follow

#1 Aug 18 2011 at 6:14 PM Rating: Excellent
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Camate wrote:
We’d like to introduce some of the job adjustments planned for the upcoming version update.

Run Wild* Lv93
Enhances summoned pet. However, the pet will disappear when the effect is removed or wears off.

New Call Beast pets will be added.

With that in mind, we are planning to introduce the two species below as pets!
Smilodon and Slug Picture..

Oh yeah...one more thing.
Now this is me talking about the future, but we have had a lot of request to use HNM monsters and have bird-type pets, so we are thinking it might be about to time to add these monsters to the **** of Call Beast:
Adamantoise Picture: This bad boy is envisioned as being implemented as the size of the ones residing in Abyssea.
Apkallu Picture...
You probably are hoping for your own Colibri, eh?


(*Please note that names and descriptions are under development and are subject to change.)

http://forum.square-enix.com/ffxi/threads/12293-Bst-Job-adjustment-manifesto-concerns-and-questions.?p=172898#post172898

Edited, Aug 18th 2011 11:11pm by Szabo
#2 Aug 18 2011 at 8:52 PM Rating: Good
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Wowza! I was kind of hoping for a new Crab/tank pet before 99, but I'd certainly settle for a halfpint adamantoise instead!

Very unexpected, and very awesome news! You just made my day :D

Edited, Aug 19th 2011 4:50am by GenryuOfBahamut
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#3 Aug 18 2011 at 11:05 PM Rating: Good
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I can't wait to test the run wild ability.
Also, checking what tp moves the slug and tiger have will be great.
I'm hoping the smilodon will have more than the 3 tp moves that earlier tigers have had, and I hope for some good Ice elemental resistance.
Otherwise, I don't see much difference between smilodon and our current shasra. (movement speed, high attack, potent paralyze...)

I'm very interested to see what the slug has. I expect corrosive ooze.. and that would be FANTASTIC! the Slug TP moves are VERY potent! I don't expect them to keep encumbrance effect though... although if they do, i am so going to do some ballista rounds :D. I was really wishing for a slug pet back when they first announced the level cap increase. (I have several posts in these forums stating so)

Another BIG deal about slugs: I'm sure few have realized it... but slugs ABSORB water magic.


SE will probably nerf that... if not, then all those water magic spamming NM's just became REALLY easy solo's. (Sedna, Hrosshvalur, Iku-turso, nahn, poroggo's, etc.) (ie, you can stack DD atma on the slug and it will still keep high hp for absorbing all the water magic hits).

yay for another amorph!! but water absorption will probably largely replace fargann as a water tank. Fargann still has the blunt damage reduction however... and they might nerf water absorbtion and replace w/ a high water resistance /cry.

I can't wait to test out the bonus from the new Run Wild ability....


Edited, Aug 19th 2011 1:10am by Xilk
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#4 Aug 18 2011 at 11:42 PM Rating: Good
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Will be very interesting if slugs do retain their ability to absorb water damage. I remember XP'ing with these things back when I levelled Thf/bst, they are gonna be so much fun if they dont receive some type of nerf.
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#5 Aug 19 2011 at 7:28 AM Rating: Excellent
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A **** Adamantoise!?

Gahhh why did I quit!
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#6 Aug 19 2011 at 11:43 AM Rating: Good
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I foresee Dragon Ball fanboys coming up with /p, /say and /emote macros for their new turtle pets.
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#7 Aug 19 2011 at 11:52 AM Rating: Good
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Giant turtle. YES!!

#8 Aug 19 2011 at 2:56 PM Rating: Good
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oh nice jug pets.

I'm not happy with an ability that makes our jugs last less time though. I mean maybe you folks are all rolling in money but I doubt I will ever use it since I can't really afford to toss pets away.

If it lasts a half hour I will but anything less than that and it just becomes too expensive.
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#9 Aug 20 2011 at 12:34 AM Rating: Excellent
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Olorinus wrote:
oh nice jug pets.

I'm not happy with an ability that makes our jugs last less time though. I mean maybe you folks are all rolling in money but I doubt I will ever use it since I can't really afford to toss pets away.

If it lasts a half hour I will but anything less than that and it just becomes too expensive.


I understand the concern, but I don't agree. If the buff lasts 5 min, then it lasts long enough for CB. If you are in a tough fight, is your pet going to last long enough anyway? how many pet food biscuits or mulsums are you going to use? If its a pet like lulush, clyvonne, nazuna... then pets are much cheaper than the restorative items to keep them alive. And assuming it buffs up pet offense, then it will be cheaper to use, not more expensive.

Its all situational ofcourse. Hate dynamics will make a big difference in if we use it or not, but thats how bst has always been imo.
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#10 Aug 20 2011 at 4:30 AM Rating: Good
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I would love for the ability to give your pet stats like a real wild pet. *Cackles*

And I'm loving that idea of that Tiger. Tigers have high stats for offensive mobs, Razor Claw / Claw Cyclone are nice WS's and the aoe Paralyze is potent. Too bad the earlier ones capped out like they did. Hopefully all these won't have any silly level cap nonsense.
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#11 Aug 20 2011 at 8:20 AM Rating: Excellent
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saevellakshmi wrote:
I would love for the ability to give your pet stats like a real wild pet. *Cackles*

And I'm loving that idea of that Tiger. Tigers have high stats for offensive mobs, Razor Claw / Claw Cyclone are nice WS's and the aoe Paralyze is potent. Too bad the earlier ones capped out like they did. Hopefully all these won't have any silly level cap nonsense.


the only ones likesly to cap out before 99 are the ones that were added in the first stint from 76~85. Nazuna capped at 86. I would not be surprised if a few more cap out before 99, but I think anything added after 86 will not cap out at all.
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#12 Aug 20 2011 at 8:57 AM Rating: Excellent
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Glad to see we're getting a new ja. I'm hoping it'll boost our jug pets power to wild pets for the time limit. I'm even okay with the time reduction.

Not really all that exciting about another tiger. Still want a bird type pet. The leech though should be a lot of fun.
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#13 Aug 20 2011 at 9:31 AM Rating: Decent
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Szabo wrote:
Now this is me talking about the future, but we have had a lot of request to use HNM monsters and have bird-type pets, so we are thinking it might be about to time to add these monsters to the **** of Call Beast:


Doesn't say just a tortoise but other HNM too. If BST get a mini Fafnir or Nidhogg my DRG is going to be very jealous...
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#14 Aug 20 2011 at 10:22 AM Rating: Excellent
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jtftaru wrote:
Szabo wrote:
Now this is me talking about the future, but we have had a lot of request to use HNM monsters and have bird-type pets, so we are thinking it might be about to time to add these monsters to the **** of Call Beast:


Doesn't say just a tortoise but other HNM too. If BST get a mini Fafnir or Nidhogg my DRG is going to be very jealous...


This is SE we're talking about. We'll probably get a souped up Bubbly Bernie.
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#15 Aug 24 2011 at 2:07 PM Rating: Good
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Xilk wrote:
saevellakshmi wrote:
I would love for the ability to give your pet stats like a real wild pet. *Cackles*

And I'm loving that idea of that Tiger. Tigers have high stats for offensive mobs, Razor Claw / Claw Cyclone are nice WS's and the aoe Paralyze is potent. Too bad the earlier ones capped out like they did. Hopefully all these won't have any silly level cap nonsense.


the only ones likesly to cap out before 99 are the ones that were added in the first stint from 76~85. Nazuna capped at 86. I would not be surprised if a few more cap out before 99, but I think anything added after 86 will not cap out at all.


I was away from the game for a couple of years when the level caps increased. Is the Nazuna cap that you speak of before taking into account Monster Gloves and merit points?
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#16 Aug 24 2011 at 9:42 PM Rating: Good
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Monster Gloves does not raise the possible cap of a pet. When you use a jug pet, it will be between 0 and 2 levels lower than you. Monster gloves makes it so that it will spawn 0~1 levels lower than you. Summoning a jug that is capped below your level will make monster gloves do absolutely nothing.

Meaning, that w/ 0 Beast affinity merits (at level 90) Nursery Nazuna will ALWAYS spawn at level 86. That is where Nazuna caps. If you have 5x BA merits then, the new cap for nazuna is level 96. It can still be useful at level 99, but it will be weaker.

Since nothing else caps below level 89, then w/ ba merits all other jugs will be useful at level 99.
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#17 Aug 25 2011 at 9:20 AM Rating: Good
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So are Monster Gloves pretty much useless now?
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#18 Aug 25 2011 at 12:18 PM Rating: Good
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BadLarry wrote:
So are Monster Gloves pretty much useless now?

Not at all. Their usefulness has never changed.

when you normally use call beast (jug pet is NOT capped) then it has 50% chance of being 2 levels lower than you, 33% chance of being 1 level lower than you, and 16.6% chance of being same level as you.

Using Monster gloves, there is 0% chance that is is 2 levels below you. I don't think anyone has finished testing w/them.. I should double check the other thread to be sure, but I think the rate at which you get pets 1 level below you is 66% chance, and same level is 33% chance, when using Monster gloves.
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#19 Aug 25 2011 at 6:18 PM Rating: Decent
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u wana hook me up some of the new jugs when it comes out xilk??? i need ur gilz0r!
#20 Aug 29 2011 at 12:36 PM Rating: Excellent
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I was experimenting with the slug earlier today on the test server.

Unfortunately it doesnt absorb water damage like we had all hoped. It is quite resistant to it though, I decided to test him out on Hrosshvalur in Aby.Vunkerl. Hrosshvalurs spit ball attacks were hitting the slug for 17 damage consistantly. Waterja was hitting him for 500ish.

I should point out that I used no defensive gear or atma, as I wanted to get an idea of the slugs native resistances. At 95 the Slug took down the NM with very little difficulty, one downside however is the slugs attack power doesnt seem that great, especially compared to the tiger (Who seems like a pretty solid DD option, against the coastal Colibri he was doing 300-400 hit and 500-600+ crits so he could potentially do piercing damage?).

On another note I'm not sure what kind of an impact Run Wild is having, I have noticed my hp goes up a little amount (about the same as familiar) when I use it, but I've not noticed much in the way of a damage boost (from eyeballing). I guess it needs testing, maybe there is some kind of other boost such as haste, crit rate or somthing like that, I really have no idea.

Edited, Aug 29th 2011 7:15pm by GenryuOfBahamut
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#21 Aug 29 2011 at 12:56 PM Rating: Excellent
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How did you obtain the new jug pets on the test server? Did you have to craft them or did the moogles give them to you? Just curious what the materials might be to make them.
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#22 Aug 29 2011 at 1:07 PM Rating: Excellent
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The moogle gave them to me, you can get an unlimited supply of the new jugs as well as pet food eta from him. I have no idea what the synthesis will involve unfortunately.
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#23 Aug 29 2011 at 1:33 PM Rating: Good
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That's awesome about unlimited jugs and pet food. Are they rare/ex to prevent you from stocking up on them before you leave the test server?
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#24 Aug 29 2011 at 1:44 PM Rating: Good
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The test server makes a copy of your toon. Nothing can be transfer.

Edited, Aug 29th 2011 3:44pm by Satington
#25 Aug 29 2011 at 3:07 PM Rating: Good
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moogle give you any item at all? Aymur?
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#26 Aug 29 2011 at 3:43 PM Rating: Good
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No, he gives a small selection of different item types. Unfortunately its a little buggy atm, they menus are directing to the wrong set of items.

The weapons are various NM drops such as Isilador and Charmers Merlin, as well as the +2 WoE line of weapons. So you can play around with some of the other WSs if you dont have them unlocked yet.

Edited, Aug 29th 2011 9:44pm by GenryuOfBahamut
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#27 Aug 30 2011 at 3:19 AM Rating: Decent
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What ready moves dot he pets have, and what is the duration/recast on Run wild?
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#28 Aug 30 2011 at 4:50 AM Rating: Good
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from: http://forum.square-enix.com/ffxi/threads/13793-BST-test-server-info

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Run wild
Recast - 15 minutes
Duration - 5 minutes (pet depops at the end of the 5 minutes)
Effect - The only thing I noticed was increased attack. Good chance of increased def also.



GorefangHobs - I forgot to write down the ready charges needed but I think I remember them correctly
Roar - 1 charge - AoE para
Razor fang - 1 charge - single target damage
Claw cyclone - 2 charges - cone damage

GooeyGerard
Corrosive Ooze - 3 charges - AoE Water Damage, Attack Down, and Defense Down
Purulent Ooze - 2 charges - Conal Water Damage, Bio, and Max HP Down
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#29 Aug 30 2011 at 5:11 AM Rating: Good
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Im not a bst in public server but some bst friends wanted me to test the new jugs, so I bumped up my 40 bst to 95 using the magic moogle :P

I have to say I wasnt a fan of GorefangHobs, even with DG he went down more quickly than id have liked (was only messing with Glen Crabs @flux4) seems like a glass cannon. GooeyGerard on the other hand was terribly impressive. It held off 5-6 mobs at a time with ease. Along with Corrosives Att./Def. Down made it reasonably fast tearing through the mobs (Apoc./RR/DG)

Edit: On Run Wild I see some bonus using Run Wild maybe because im only fighting DC its more pronounced
Edited, Aug 30th 2011 7:18am by Tyka

Edited, Aug 30th 2011 7:19am by Tyka
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#30 Aug 30 2011 at 4:10 PM Rating: Good
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yeah the slug was fun but run wild is pretty unimpressive...though eyeballing it out, it appeared to improve crit rate and maybe evasion. The tiger is meh, I wish we could have gotten a new pet instead of ANOTHER tiger.

Edited, Aug 30th 2011 3:13pm by Olorinus
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#31 Aug 30 2011 at 7:21 PM Rating: Decent
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So burning through gil/ inventory space at a stupidly high rate wasn't enough limitation, we still have to only use it 1/3 of the time?

Guys, wtf? Sambas, Maneuvers, avatar's favor, dark arts/light arts, hasso/seigan, innin/yonin, and solace/misery are all constant abilities. I thought we'd learned SE. Stances, not zerg abilities. Even if we zerged anything anymore, (which we don't because every event requires triggers now) we wouldn't be doing it on BST in the first place.

And yet another pet with no 1 charge TP move. Hello slimy coeurl.

Least we have another DD jug in the tiger for when I'm playing random DD job number 837562.

Hopefully the adamantoise and apkallu are cheap, easy to get, and more impressive, cause that's everything SE has mentioned in the job vision, and mostly it's underwhelming.
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#32 Aug 31 2011 at 3:52 AM Rating: Good
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louispv wrote:
So burning through gil/ inventory space at a stupidly high rate wasn't enough limitation, we still have to only use it 1/3 of the time?

Guys, wtf? Sambas, Maneuvers, avatar's favor, dark arts/light arts, hasso/seigan, innin/yonin, and solace/misery are all constant abilities. I thought we'd learned SE. Stances, not zerg abilities. Even if we zerged anything anymore, (which we don't because every event requires triggers now) we wouldn't be doing it on BST in the first place.

And yet another pet with no 1 charge TP move. Hello slimy coeurl.

Least we have another DD jug in the tiger for when I'm playing random DD job number 837562.

Hopefully the adamantoise and apkallu are cheap, easy to get, and more impressive, cause that's everything SE has mentioned in the job vision, and mostly it's underwhelming.



You might be jumping the gun.

Tiger's Roar is actually quite potent.

Slug's Max HP Down effect reduces Max HP by 10%! That is very useful at the start of a fight. I got it to stick consistently on Tunga and Glavoid.

Corrosive Ooze is Attack-33% and Defense-33%. Tested on Gnats (They can transfer enfeebles to players) Hard to lock down the duration but 60~90 seconds seems about accurate. Plus these enfeebles stack with Dia III, Bio III and Dancer's Box step... May not be much inside abyssea where everyone is capped on everything almost all the time, but can definitely be put to use in non-abyssea zones.

Edited, Aug 31st 2011 5:54am by GagBag
#33 Aug 31 2011 at 5:16 AM Rating: Excellent
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GagBag wrote:

You might be jumping the gun.

Tiger's Roar is actually quite potent.

Slug's Max HP Down effect reduces Max HP by 10%! That is very useful at the start of a fight. I got it to stick consistently on Tunga and Glavoid.

Corrosive Ooze is Attack-33% and Defense-33%. Tested on Gnats (They can transfer enfeebles to players) Hard to lock down the duration but 60~90 seconds seems about accurate. Plus these enfeebles stack with Dia III, Bio III and Dancer's Box step... May not be much inside abyssea where everyone is capped on everything almost all the time, but can definitely be put to use in non-abyssea zones.

Edited, Aug 31st 2011 5:54am by GagBag



Even inside abyssea that is fantastic. -33% attack & defense. The def down is fantastic for pets, since its very hard to cap pdif on them unless you fight something super weak. I /dnc and hit the box step all the time for this reason. That is a HUGE boost. I didn't expect the max hp down to work on many NM's but really... 10% of their HP right off that bat? Thats fantastic.

I'm really hoping I can finally do some better testing in a few hours after work. I want to nail down some more details for the pets, and there is no price like FREEE from the moogle.

Parser will make it all much easier if someone found the memloc... either way, I'm going to test new pets and a capped level 90 clyvonne. I strongly suspect pets might actually get a str boost from run wild. I really hope it is not just another weaker version of familiar however... then it would only give our pets +5% hp or something worthless like that. (I don't think thats the case. tests show a noticeable improvment in ready moves while under the effects of run wild).

Are there any mobs with known attack? that would probably make a great way to test pet defense...

Also, I suspect Hobs will have a very high attack power. I'll test the base on him, then take to abyssea to see if I can finally cap pet attack in there. There is plenty of room in inventory for new jugs when I can throw away so much gear now.
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#34 Aug 31 2011 at 6:45 PM Rating: Decent
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Slug's Max HP Down effect reduces Max HP by 10%! That is very useful at the start of a fight. I got it to stick consistently on Tunga and Glavoid.

Really... might be helpful then. Doubt it will make it off the test server though. taking 10% off of monsters with tens of thousands of hp was the same reason SE said BLM can't have curse. In the finished version, they'll just make all nm's immune like they did to amnesia after adding vermeil bhuj.
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Corrosive Ooze is Attack-33% and Defense-33%. Tested on Gnats (They can transfer enfeebles to players) Hard to lock down the duration but 60~90 seconds seems about accurate. Plus these enfeebles stack with Dia III, Bio III and Dancer's Box step... May not be much inside abyssea where everyone is capped on everything almost all the time, but can definitely be put to use in non-abyssea zones.

You sure, because that would also be pretty sweet? That might actually make it into the real game, since that's not the default. When normal slugs use it it's only 10% less ATT and DEF, and for BLU it's 5% less, so SE must have intentionally scaled it up. That would mean SE is finally giving us pets with different uses (yuly for TH, clyvone for exp bonus, slug for enfeebling) instead of just a bunch of normal pets, of which one is the clear best.

Run Wild should still be the same duration as recast. then we will have a stance. Longer lasting cheaper pets, or stronger more expensive pets. Every other job has gotten either constant use abilities, or berserk timer abilities. (3 min duration, 5 min recast.) RNG is getting Snarl with that kind of timer.

Edited, Aug 31st 2011 9:06pm by louispv
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Maybe if we wait long enough, he'll tell us about how he walked barefoot uphill through snow both ways in Uleregand and defeated the evil Snoll Tzar with nothing but a stack of pebbles. Men were men back then. Mithra were men, too, but they don't talk about that.

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#35 Sep 01 2011 at 7:08 AM Rating: Good
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You sure, because that would also be pretty sweet? That might actually make it into the real game, since that's not the default. When normal slugs use it it's only 10% less ATT and DEF, and for BLU it's 5% less, so SE must have intentionally scaled it up. That would mean SE is finally giving us pets with different uses (yuly for TH, clyvone for exp bonus, slug for enfeebling) instead of just a bunch of normal pets, of which one is the clear best.

Checked again just to be certain:
After using Corrosive Ooze on Chasm Gnat I then brawled on it until it used Pandemic Nip, at which point Attack Down and Defense Down was transferred to me.

Before gaining Attack/Defense Down effects
Attack: 549
Defense: 440

After gaining Attack/Defense Down effects
Attack: 366
Defense: 293

So basically lost 1/3 of my original attack and defense.
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Really... might be helpful then. Doubt it will make it off the test server though. taking 10% off of monsters with tens of thousands of hp was the same reason SE said BLM can't have curse. In the finished version, they'll just make all nm's immune like they did to amnesia after adding vermeil bhuj.

Perhaps, but I hope they leave it intact. Its only useful at the very start of a fight when the monster has close to full HP to make it worthwhile.
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Run Wild should still be the same duration as recast. then we will have a stance. Longer lasting cheaper pets, or stronger more expensive pets. Every other job has gotten either constant use abilities, or berserk timer abilities. (3 min duration, 5 min recast.) RNG is getting Snarl with that kind of timer.

So far I noticed that this ability seems to add a Regen effect to our Pokemon Pet. Noticed when I was using the level 23 sheep jug in kazhaam, I was originally testing if it made our pets "Level Up" but does not seem like it.

Edited, Sep 1st 2011 9:19am by GagBag
#36 Sep 01 2011 at 8:00 AM Rating: Good
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I also noticed my slug pet was regening for no apparent reason, was also using Run Wild so I agree with the above
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#37 Sep 01 2011 at 8:28 AM Rating: Good
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Tyka wrote:
I also noticed my slug pet was regening for no apparent reason, was also using Run Wild so I agree with the above



I have to state a revision. I think there is significant pet haste effect going on here.

Its hard to check w/out time stamps w/out a parser and w/out fraps. However, after reviewing other posts on forums, I decided to try to check for haste.

I"m on test server now, in grauberg. I had lulush beat on some crabs for a bit. then hit run wild, and the attack rate seems much faster.

even comparing log, I see before run wild that they were about tit for tat on the hits.
After run wild lulush is usually getting double or triple hits in before the crab is.

I understand that lulush does have double attack, but that doesn't account for the increase in attack rate. I'll do a few more comparisons.. I"ll try to match pets and mobs w/ the same hit rate. (assuming jugs and natural mobs have same attack rate and tp return, which I beleive to be true.)

If anyone has fraps, that would be a greeat way to test it. but I do beleive we are getting a really good haste with run wild.
I
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#38 Sep 01 2011 at 11:38 AM Rating: Decent
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Could run wild be different depending on what pet you use it with? Anyone want to test out a couple different pets with run wild?
#39 Sep 01 2011 at 12:10 PM Rating: Good
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darkhorror wrote:
Could run wild be different depending on what pet you use it with? Anyone want to test out a couple different pets with run wild?



I've tested it w/ 4 different pets so far. Its been the same.
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#40 Sep 01 2011 at 10:24 PM Rating: Good
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Xilk wrote:
I have to state a revision. I think there is significant pet haste effect going on here.


I really hope so, I was checking out the results of the test server .dat mining and spotted this!

Waist Rare Lv94
Defense5 CHR+5 Haste+5% Pet:Haste+5%
BST, DRG, SMN, PUP

If Run Wild really does turn out to give a significant haste bonus, then this belt plus our Anwig Salade could potentially prove to be a very nice little combo. I really hope we get a few more pet haste options to stack up on at some point.

I'm loving all the enhances pet stuff they have been adding these past couple of years, I cant wait to see what kind of pet focused gear sets can build by the time lv99 comes!

Edited, Sep 2nd 2011 5:30am by GenryuOfBahamut
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#41 Sep 02 2011 at 1:04 AM Rating: Good
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GenryuOfBahamut wrote:
Xilk wrote:
I have to state a revision. I think there is significant pet haste effect going on here.


I really hope so, I was checking out the results of the test server .dat mining and spotted this!

Waist Rare Lv94
Defense5 CHR+5 Haste+5% Pet:Haste+5%
BST, DRG, SMN, PUP

If Run Wild really does turn out to give a significant haste bonus, then this belt plus our Anwig Salade could potentially prove to be a very nice little combo. I really hope we get a few more pet haste options to stack up on at some point.

I'm loving all the enhances pet stuff they have been adding these past couple of years, I cant wait to see what kind of pet focused gear sets can build by the time lv99 comes!

Edited, Sep 2nd 2011 5:30am by GenryuOfBahamut

that belt would get me into voidwatch even.

I would need to find 2% haste somewhere because I'd lose 2% off my twilight belt... but dang... thats a very sweet belt.

that would bring us up to 14% possible pet haste from gear. (augmented armada sollerets for 4% pet haste)
However squeezing it all in become rather challenging. If I lose 2% on belt, I need to make it up somewhere. That means blitz ring, tierciel, and oneiros cluster. I suppose sentinel shield is another option, but I don't think its worth losing duel wield. having a hasted pet is actually pretty perfect for big jumps in bst dd.

I have fraps downloaded. I'll see if I can get it to work on my system to try to test this potential haste.

Edited, Sep 2nd 2011 3:05am by Xilk
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#42 Sep 02 2011 at 10:37 AM Rating: Good
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I recorded some examples using fraps... but I'm not really sure of some good bench marks... tiger seems to attack about every 4s w/ or w/out run wild active.... I"m lazy and not sure what to do w/ it right now.
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#43 Sep 02 2011 at 3:12 PM Rating: Good
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Bayohne wrote:
In today’s Test Server update, the call beast slug was given the ability to proc Slow at a fixed probability when using normal attacks. Check it out!


http://forum.square-enix.com/ffxi/threads/13793-BST-test-server-info?p=187494&viewfull=1#post187494
#44 Sep 02 2011 at 4:36 PM Rating: Excellent
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I just read that my self, but have not had chance to log onto the test site yet.

An en-slow effect on melee hits, thats pretty awesome. Slug is turning out to be a handy little pet, at this rate every pet burn group should have one in the party! Wonder if this ability will be unique to the slug, or whether this is the direction they are taking with future jug pets?

Edited, Sep 2nd 2011 10:38pm by GenryuOfBahamut
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#45 Sep 02 2011 at 8:46 PM Rating: Excellent
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Szabo wrote:
Bayohne wrote:
In today’s Test Server update, the call beast slug was given the ability to proc Slow at a fixed probability when using normal attacks. Check it out!


http://forum.square-enix.com/ffxi/threads/13793-BST-test-server-info?p=187494&viewfull=1#post187494



Once again tested on my favorite enfeeble testers... Gnats.
Seems to be ~15% slow, brought Utsusemi: Ni recast from 45 seconds to 51 secs. Duration seems to be around ~30 seconds and very good proc rate on DC gnats (usually in the first 10 hits).

Edited, Sep 2nd 2011 11:00pm by GagBag
#46 Sep 03 2011 at 3:50 AM Rating: Good
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How much HP does the slug have vs. sheep? If the sheep is cheap it will rival sheep for alliance situations. Sad to hear the new JA is a major disappointment.
#47 Sep 03 2011 at 4:55 AM Rating: Excellent
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MK187 wrote:
How much HP does the slug have vs. sheep? If the sheep is cheap it will rival sheep for alliance situations. Sad to hear the new JA is a major disappointment.


Level 95 NurseryNazuna (5/5 BA Merits) has 5824 Max HP.
Level 95 GooeyGerard has 4076 Max HP.

Conclusive Jug Pet Testing

Edited, Sep 3rd 2011 9:18am by Bookmarku
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#48 Sep 04 2011 at 6:10 AM Rating: Decent
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So not great, but still 800-1000 more than yuly and fargann. Okay, it can't be good at everything.
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