Pet guide – project 1999 wiki o gastronomo

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All pets summoned on Project 1999 are subject to level variance, meaning that a level within the range specified is randomly selected when you summon a pet. Soloing pet classes may do well to re-summon pets until they get one of max level, though this can take quite a few summons/reagents.

In general this means that if a weapons damage is greater than the pets innate damage, the pets maximum hit will increase. This maximum hit follows the standard damage tables by level. For instance, capped at 21 for a DMG: 10 weapon at low levels.

In classic, pets must be given two 1H weapons in order to dual wield. Pets gain innate dual wield at level 39 (based on forum reports, needs confirming). Dual wielding pets will eventually stop accepting 2H weapons or shields (reported to be in late 20s or 30s, needs confirming).

Pets can equip items in these slots: primary weapon, secondary weapon, ranged weapon, shoulder, legs, chest, head, foot, hands, arms, back, face, and neck. Additionally, they can equip a single finger slot, a single wrist slot, and a single ear slot. Note: Pets cannot equip no drop items. Pets do not follow race or class restrictions on items. Pets will gain stats from items, but note that armor slot choice is determined by AC (i.e. 16 AC +0 HP item will overwrite a 14 AC +50 HP item).

In order to receive full experience for a kill solo, you need to do more than 50% of the damage to the mob. If your pet out-damages you, it will take 50% of the experience away from the kill. This is a major change from the previous system, in which you only needed to do a single point of damage to the mob in order to get full experience. If you are grouped, you and your group will get full experience from the kill, regardless of how much damage the pet does.

As long as EQ has been around, the pros and cons of the mage pets has been a constant source of discussion. People have their individual play styles and the pets allow for a bit of customization depending on what you’re looking for. ( source)

At some point in a mage’s life, fluffy will not take the hits like he used to. The pet heal spells, although great for soloing at lower levels, do not keep pace with fluffy’s hps or the damage output of mobs. Therefore it becomes necessary for an alternate strategy: chain casting, which is the summoning of multiple pets in succession to kill a creature. At lower levels, the mana cost of pets and the cost of reagents makes this less feasible (and unnecessary due to your pet being strong enough to take the hits). However, at higher levels the mana cost of summoning pets drops (in addition to naturally dropping relative to your mana pool as you level), making it more cost effective to recast your pet rather than try and heal it.

) are obtained from high-end mobs and quests. In addition to the same change in appearance and hit points as their lesser counterparts, these staves provide a +1 level bonus to all summoned pets from spell levels 4-60. This allows for pets that can exceed the hit points, melee, and spell damage listed in the tables.

Detail: pet will temporarily forget all prior commands and attempt to attack the target at the top of his hate list. /pet attack does not place the target at the top of the pets hate list, it just makes the pet attack the mob at the top of his hate list. The pet will not forget targets it already hates. It will not "forget" movement states, such as follow or guard, it will just temporarily ignore them as he attempts to attack his target. After the mob dies, the pet will return to his previous guard point, follow, or sit down, as previously commanded. The pet may be sidetracked however if another MOB begins to attack him before he has engagued the target OR if another MOB is doing signifigantly more damage to the pet thus generating enough aggro to make the pet switch targets.

Detail: for example assume King Tormax was within range for you to /target King Tormax the command /pet kill King Tormax will order the pet to attack King Tormax regardless of what you currently have tareted. Originally a zone wide command, it was reduced to only work within the same range of the /target command.

Detail: while this will clear the pets hate list, if a mob atacks the pet again after this command is given it will begin attacking the mob again. This is a particular problem in areas with mobs casting large AE’s. Temple of Veeshan is the most common example.

Detail: This tells your pet to revert to a free state. If the pet is currently under /pet follow, or /pet guard me, it will revert to a /pet sit state. If it is chasing an NPC, and /pet as you were, followed by /pet back off is issued, the pet will continue off in its direction of travel. This command does not break /pet hold.

Special Note: Not available on P99. This command is only available to level 59 or higher pet classes who have obtained the Alternate Ability (aka an "AA skill") in the Pet Discipline. AAs were introduced with the Shadows of Luclin expansion and is not on the P99 development timeline.

Detail: this command does not clear the pets hate list, the pet will remain "held" until you give it an attack command at which time it will attempt to attack the target at the top of its hate list. It is recommended you add the following line after /pet hold in a macro: /pet back off to ensure your pets hate list is clear. A pets hate list is frozen while it is "held", which means it does not add anyone or MOB to its hate list even if attacked.