Stay regeneration

Skaw

One Bad Man
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Talk about worthless.

It's there. It's a lot, considering mob HP. It isn't however, useful. It seems to move the HP bar just barely every tick. So like 1-2% HP.
 
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Sounds just about right for how SE treats BST's...
 
not complaining at least we get something, from the start there was more room for improvement=D

i'll test this out tommorrow

it could be a % based or a set hp that builds, since you're much higher than me it could be that your pet has too much hp, where as for me lower it could have more of an effect
 
So its mainly for jugs that are expensive... reason thay increased the time you keep them :p
 
I was checking out the alla forums(yeah i know, lolalla, atleast the bst forums are halfway decent) anyway, someone was saying that it was mob dependent. Like some people were getting as high as 4-5 % per tic.

Atleast its something, what were you expecting it to be as good if not better then the regular regen that they get? Common, we all know SE isnt THAT stupid. Its nice to have if you're at a camp with out a ton of pets or in situations where you need to sit yourself. Hell its better then nothing at all. They gave you a bonus without a penalty, suck it up.
 
They were probably at making the Stay regen thing just a viable addition for partying now and not so much solo. I can see its benefit in a party since it wouldn't take as many hits and could keep its own health up.

I would say SE is trying, just not very hard.
 
what's new? bst still sucks.

So does the regen work on /bst too?
 
raddy said:
So does the regen work on /bst too?

Yeah, it works subbed.


I was checking out the alla forums(yeah i know, lolalla, atleast the bst forums are halfway decent) anyway, someone was saying that it was mob dependent. Like some people were getting as high as 4-5 % per tic.

It's most likely a set amount of HP regened per tic. Just like regen spells are.
Rorschach said:
Atleast its something, what were you expecting it to be as good if not better then the regular regen that they get? Common, we all know SE isnt THAT stupid. Its nice to have if you're at a camp with out a ton of pets or in situations where you need to sit yourself. Hell its better then nothing at all. They gave you a bonus without a penalty, suck it up.

I don't party, I don't duo any more, so this stay regen is only useful after a chain. That's pretty much nothing to me.

Is it too much for SE to actually understand the job that they put in the game?

What I want are 3 things that SE could do to really make BST a better job.

1. A job ability or armor that raises pet accuracy and attack.

2. Increase the strength of Jug pets. I.E, make them as strong or just a tiny bit weaker than natural pets.

3. Make natural pets that spawn DC-EM in popular partying locations. Since SE is so interested in making BST's want to join parties.

Any one or a combination of those would make me a really happy BST.
 
a little necro

getting the 3-4% amount for leeches(only mobs i charmed so far)

tested under 100, over 100 as well no difference in amount healed

used tigerfamiliar for screwing around as well

the regen rate was very high

around 10-13% hp returned over 5-10 secs? (have to tinker with it more to make sure that's accurate but it's a high amount).


Oooh slight little mistake...

my Heel macro has the command for stay hence why neither worked...

no glitches there...except in my head -_-
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heel didnt work(with pet close to me) i tried using stay to "unbind" it, didnt work

used it against a close mob and freed it i guess, anyone else have this problem

It kinda leads me to think the regen thing is lv based off of your hp and the charmed pet.

Some pets have higher hp than others so it's regened fast ie jugs rather than "meatier" animals like slimes and such.

have to imagine that it's based off max hp -some hp= pet's regen rate over course of time.

probrably not helpful info but better than nothing i guess

pets that are charmed seem to have an auto regen effect as well that stacks with the stay command.

using a spider it had an auto regen rate of 2% when i used stay it regained 7%hp at a time so about 2/3rd's more than originally without stay

the spider was ep- btw
 
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I've come to the conclusion that this [Stay] regen is best used for the following:

> Farming with Jug Pets
> Charmed mobs in a standard party(coupled with [Reward], I kept a Sicklemoon Jagil at a troll camp for 2.5 hours :D)

Obviously, a solo Bst is still much better-served grabbing a fresh pet after every fight. Not only will they have full health, they also won't be afflicted with any stat attacks from a previous fight.

Also, it appears that the longer a pet is [Stay]ed, the higher the percentages can cycle. The largest I've seen thus far on a DC pet at 75 was 7% regen/rest cycle - not quite as much as natural mob hhp, but nothin to sneeze at, either. Oddly enough, it seems to be much more /random than player hhp, as I've seen it increase 5% one round and 3% on the round following.
 
I was in a merit last night as BST/, and found the regen quite nice. I wasn't pulling with my Jug pet, but was sending it at links and the HP was bouncing up and down. With the regen I'm more likely to use a HQ Jug pet, because I'm pretty certain that I'll get the max time out of it, without the use of Pet Food.

The one thing that really gets my panties in a bunch is the loss of TP. Even if your pet is not resting with the "Stay" command, TP ticks off. And ticks me off too... lol
 
Ya know? I'm pretty sure my pets have always lost tp when they're just sittin around - jug or not. I seem to recall several instances where I'd build tp for my Flamingo before a lolGenbu just to see that it had none by the start of the fight.

I am glad to hear they're fixin that, though ^^
 
I always lost TP with charmed mobs but I never lost TP with jug pets before. Not that I sit on TP all that often. I use Sic every time it's up.
 
I had pretty good results while meriting in the Aqueducts this past weekend. I was using a jug pet while my partner was using a slime. Being 40 cap obviously helped but we were able to keep a funguar active for most of the time limit and get chain 4's consistently

I'd still like to see the pet's health regenerate at the rate it did before the MPK patch, but the changes are definitely for the better.

It's a godsend for farming. I generated ~ 70k gil on one 700gil funguar last night. Not too shabby.
 
You want more pet acc/att? Sub COR for Puppet/Beast Roll. =P

But yeah, the healing rate seems to only be so-so, only really beneficial when your pet isn't the tank for whichever reason (generally in parties, should you happen to get one). Still doesn't fix the fact that BST themselves aren't capable of too great damage in such a situation though. =/
 
3. Make natural pets that spawn DC-EM in popular partying locations. Since SE is so interested in making BST's want to join parties.

I've been a huge advocate for well placed mobs for a long time now. Since the despawn patch bst became very dependant on mob placement so I really thought it wouldn't be asking too much for S&E to think about mob placement.

I had high hopes the regen would be like a wild pets regen so that keeping a pet (one that's getting hit) would be feasable again. So far I've only had a chance to see 1-5% on the regen.
 
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