Princess Posted January 6, 2021 Posted January 6, 2021 (edited) Pets need fleshing out, putting more stuff out there. Giant Pet Increase the Chance to Hit of all attacks targeting this pet by 5% and reduce the total damage of all attacks targeting this pet by 5%. Cooldown: Passive Cost: 10 Training Points Tiny Pet Increase the total damage of all attacks targeting this pet by 5% and reduce the Chance to Hit of all attacks targeting this pet by 5%. Cooldown: Passive Cost: 10 Training Points Unmatched Discipline The next time this pet performs the Pet Combination ability of a technique, if the additional effect increases the base damage of that technique, increase that base damage by X, where X is the number of Training Points spent on this pet. Cooldown: 8-10 Cost: 8 Training Points Edited January 6, 2021 by Princess Quote
Princess Posted January 6, 2021 Author Posted January 6, 2021 First two are really simple, and the same logic Panda and I have both applied to summons. If you're big, you're easy to hit but the damage is less of an issue, if you're small, then dodging is easier but hits hurt more. Costed both at 10 because that's what we're looking at being the base for passives. Third one, the idea is you use this on a turn, then do a pet combination on your next turn and do an extra chunk of damage. Good for turns when you are doing something like a barrier or what have you, and you don't need your pet going on the offensive, but is telegraphed to all buggery, if someone can't see what you're doing when you use this, they deserve to be hit by it. Quote
almondsAndRain Posted March 11, 2023 Posted March 11, 2023 I’m considering either retiring my Tamer or having her walk a different path, so me taking this later is no longer a concern blocking my approval. Quote