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Each pet types Res and Def base values?

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So is there a place that lists each pets base resistances and defense numbers? Or are they all pretty close?  Sonic has the -res friendly target toggle so it would be best used with a pet tending towards melee. 

 

 

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I don't know if the stats are listed anywhere online (I haven't been able to find them), but here's a breakdown of the various pets and their resists/defense/etc. All these are at 50th level with zero enhancements, incarnate powers, nothing.

 

Figured I'd post them just so people who don't know them off the top of their head would be able to look up a list without trying to search the internet in vain, and put it in plain text for folks on mobile who can't look at pictures or something. :)

 

Beast Mastery

Howlers:

  • 11% AOE/Ranged/Melee Defense
  • 18% Smash/Lethal/Cold Resist
  • -33.33% Confuse Duration
  • +2.0 Confuse Protection
  • +7.16 mph Run Speed
  • +25% Recharge Resist

 

Lions + Dire Wolf

  • 12% AOE/Ranged/Melee Defense
  • 29% Smash/Lethal/Cold Resist
  • -33.33% Confuse Duration
  • +2.0 Confuse Protection
  • +7.16 mph Run Speed
  • +25% Recharge Resist

Demon Summoning

Demonlings:

  • 25% Smash/Lethal Resist
  • 37% Fire or Toxic or Cold Resist (each demonling gets one based on type)
  • 12% Fire/Toxic/Cold Resist (whichever two they're not strongest against)
  • -33.33% Terrorize Duration
  • +4.0 Terrorize Protection
  • +1.0 Stun Protection

Ember Demon

  • 37% Fire Resist
  • 24% Smash/Lethal/Toxic Resist
  • 12% Cold Resist
  • -33.33% Terrorize Duration
  • +4.0 Terrorize Protection
  • Grants Ember Shield to all summoned demons, including itself (+10% Smash/Lethal/Toxic Resist, +13% Fire Resist, +6% Cold Resist)

Hellfire Gargoyle

  • 37% Toxic Resist
  • 31% Smash/Lethal Resist
  • 24% Fire Resist
  • 12% Cold Resist
  • -33.33% Sleep/Terrorize Duration
  • +4.0 Sleep/Terrorize Protection
  • +1.0 Stun Protection

Demon Prince:

  • 19% Cold Defense
  • 14% Smash/Lethal Defense
  • 9% Fire Defense
  • 19% Cold/Toxic Resist
  • 17% Smash/Lethal Resist
  • 7% Fire Resist
  • -33.33% Confuse/Terrorize/Sleep Duration
  • +4.0 Sleep/Terrorize Protection
  • +2.0 Confuse Protection

 

Mercenaries

Soldiers:

  • 25% Smash/Lethal Resist
  • -33.33% Confuse Duration
  • +2.0 Confuse Protection

Spec Ops:

  • 26% Smash/Lethal Resist
  • -33.33% Confuse Duration
  • +2.0 Confuse Protection

Commando:

  • 26% Smash/Lethal Resist
  • 6% Toxic/Cold/Fire Resist
  • -33.33% Confuse/Terrorize Duration
  • +4.0 Terrorize Protection
  • +2.0 Confuse Protection

 

Necromancy

Zombies:

  • 25% Smash/Cold/Negative/Toxic/Psionic Resist
  • 100% Recharge Time Resist
  • -33.33% Sleep/Terrorize Duration
  • +4.0 Sleep/Terrorize Protection
  • +1.0 Stun Protection

Grave Knights:

  • 26% Cold/Negative/Toxic
  • 100% Recharge Time Resist
  • -33.33% Sleep/Terrorize Duration
  • +4.0 Sleep/Terrorize Protection
  • +1.0 Stun Protection

Lich:

  • 26% Cold/Negative/Toxic
  • +4.0 Sleep/Terrorize Protection

 

Ninjas

Genin

  • 6% AOE/Ranged/Melee Defense
  • -33.33% Confuse Duration
  • +2.0 Confuse Protection
  • +7.16 mph Run Speed

Jounin

  • 13% AOE/Ranged/Melee Defense
  • -33.33% Confuse Duration
  • +4.0 Confuse Protection
  • +7.16 mph Run Speed

Oni

  • 6% AOE/Ranged/Melee Defense
  • 52% Fire Resist
  • 26% Smash/Lethal Resist
  • -33.33% Confuse Duration
  • +4.0 Confuse Protection
  • +7.16 mph Run Speed

 

Robots

Battle Drones:

  • 25% Lethal/Cold/Psionic Resist
  • -33% Sleep/Terrorize Duration
  • +4.0 Sleep/Terrorize Protection
  • +1.0 Stun Protection

Protector Bots + Assault Bot

  • 26% Lethal/Cold/Psionic Resist
  • -33% Sleep/Terrorize Duration
  • +4.0 Sleep/Terrorize Protection
  • +1.0 Stun Protection
  • Protector Bots will cast Shield on allies, granting +7% AOE/Range/Melee Defense, periodically wears off and must be recast (stacks twice)

 

Thugs

Thugs (Arsonist):

  • 25% Fire Resist

Enforcers:

  • 26% Lethal Resist
  • Grant Maneuvers to other thugs in range, granting +8% AOE/Range/Melee Defense (two stacks)
  • Grant Tactics to other thugs in range, granting +2% to-hit (two stacks), with Equip
  • Grant Assault to other thugs in range, granting +5% damage (two stacks), with Upgrade

Bruiser

  • 26% Smash/Lethal Resist
  • 6% Toxic/Cold/Fire Resist
  • -33.33% Confuse/Terrorize Duration
  • +4.0 Terrorize Protection
  • +2.0 Confuse Protection

 

 

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I just love how Ninjas forgot to add a digit to their Defenses ... leaving them basically Defense-less.

6% ...?

13% ...?

That's IT ...?

THAT'S NOTHING!!

 

And pretty much the only realistic/useful way to raise those numbers for far too long was restricted to choice of Secondary powerset, which in practice meant Forcefields or NOTHING until Time Manipulation (and Farsight) came along ... and the ATOs with their bonus IOs didn't show up until even later after that.

 

There's a reason why Ninjas were known for being the absolute squishiest of the squishy-squishable pets.  It was well deserved.


IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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all I know after..what...two weeks on Justin is that when you can hardcap your pets resists you do get better results with survivability - in general.

 

I have also found that fighting av's on +4 is just not worth the effort on any AT. at least for me.

 

losing pets irritates me to no end. one can not dispute the tanking king combo of bots/traps, but anything dependent on defense can fail to bad luck, lots of ddr, lots of tohit or the streakbreaker. and don't get me started on the number of av's out there that spam aoe knockbacks - so cheap and annoying. but of all of the combos I ran through the maria Jenkins arc with t4 incarnates fully io'd out on Justin, the only thing that came close to the tw/bio scrapper god was demons/thermal, but some av's the mm had to do on +2 not +3 because I did not want to use the lore pets for any of what I was doing on that server just to break regen (and that's with -500% regen in heat exhaustion).

 

I was impressed with beast damage potential however zero ranged abilities and such large models all melee there were some smaller av's and bosses where I couldn't get them all to attack - they couldn't reach.

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I just love how Ninjas forgot to add a digit to their Defenses ... leaving them basically Defense-less.

6% ...?

13% ...?

That's IT ...?

THAT'S NOTHING!!

 

And pretty much the only realistic/useful way to raise those numbers for far too long was restricted to choice of Secondary powerset, which in practice meant Forcefields or NOTHING until Time Manipulation (and Farsight) came along ... and the ATOs with their bonus IOs didn't show up until even later after that.

 

There's a reason why Ninjas were known for being the absolute squishiest of the squishy-squishable pets.  It was well deserved.

 

I honestly think that the ninjas having no resists and almost no defense was just a typo that the original devs never got around to fixing.

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On 6/17/2019 at 6:06 AM, Redlynne said:

I just love how Ninjas forgot to add a digit to their Defenses ... leaving them basically Defense-less.

6% ...?

13% ...?

That's IT ...?

THAT'S NOTHING!!

 

And pretty much the only realistic/useful way to raise those numbers for far too long was restricted to choice of Secondary powerset, which in practice meant Forcefields or NOTHING until Time Manipulation (and Farsight) came along ... and the ATOs with their bonus IOs didn't show up until even later after that.

 

There's a reason why Ninjas were known for being the absolute squishiest of the squishy-squishable pets.  It was well deserved.

Cold Domination is crying in the corner now, you monster.

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On 8/13/2019 at 5:55 PM, kelly Rocket said:

Cold Domination is crying in the corner now, you monster.

Can cold dmg boost def through powerboost? I rest my case 😉

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