Difference between revisions of "Tame (Ability)"
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+ | it's unfortunate that the "taming" skill tree contains the "max level of pets" attribute, it results in much confusion about taming vs controling. your tame mod and max level mod are different things. tame effects your sucess rate at taming creatures and teaching them commands. max level is a hard cap on the level of the pets you can use. taming also effects what you can use, in that if you can't tame it, you can't use it, but what the actual formula for clvl vs tame mod is not really clear, I've never seen a formula posted, and I don't think anybody actually knows. besides, thats changing in the upcoming patch. | ||
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+ | so the answer is, there's a hard cap on pet level based on your "max level of pets" mod. you taming skill cannot raise this, and there are no skill enhancements for this skill. your taming mod can limit you from using big pets, but it can never extend the strength of your pets past what your "max level of pets" would allow. | ||
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+ | incidentally, the highest possible mod you can get from skill enhancements and BE clothing is +25, even if you have three itmes that are +16 to tame your total bonus is only +25. this is not just for taming, but for all skill mods. this ensures that you still have to master professions to be really good at them. | ||
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+ | the kimogilas you will be able to use in the next patch will not have the same stats as wild ones. they'll look like a wild kimo, but that's it. their stats are based off what DNA the bio engineer uses. what skin they choose for the pet is somewhat arbitrary (other than the fact that certian skins have a minimum creature level associated with them). | ||
Revision as of 07:13, 8 September 2007
Ability - Tame
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Description/tame <target>: Allows you to try to tame a creature.
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Related Tags
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Ability Breakdown & Details
Once you have the Novice Creature Handler skill, you'll gain access to the "Tame" option on the radial menu of baby animals in the wild (this option also appears on Bio-Engineered pets that are Difficulty 10 or lower whether you're a Creature Handler or not). Baby animals are easily identified by the "(baby)" tag at the end of their name (for example, "a Greater Gulginaw (baby)"). The Tame option will not appear for creatures that you have less than a 15% chance of successfully taming with your current skills. Creatures that have high Ferocity and/or Difficulty Level will require more Creature Handler skill to tame. Some creatures, like Krayt Dragons, are so powerful that no character can ever tame them.
At first, it will take trial and error to determine the relative difficulty of taming particular species with your current skill set (there is some randomness involved in successfully taming, as well). If you acquire the Master Scout skill, you will be able to see each creature Difficulty Level (also called "CL" or "Challenge Level") which is extremely useful if you plan to do a lot of taming. Your Creature Handling skills determine the highest CL you can tame (starting at 10 for a non-CH, and culminating at 70 at Master CH). The challenge level of a particular creature is constant for all players, and is not the result of any calculations based on your character or his skills.
In order to tame a baby animal, simply approach it and choose "Tame" from its radial menu. Your character will then start talking to the creature, trying to earn its trust ("Steady! Don't bite me!" etc). The creature's name will turn white (or pink if you have joined a faction), indicating that it is no longer attackable until the taming process either succeeds or fails. The baby will stop moving while you attempt to tame it, but will usually start wandering again if you fail. If it wanders more than a few meters away from you, it will be out of "taming range." Thus, you may wish to /follow the baby while you make repeated attempts to tame it. Just be careful not to follow it into range of nearby hostiles (unless you're prepared to defend yourself).
After a moment, you'll get a system message letting you know whether you have succeeded or failed. If you failed, you can choose "Tame" from the radial menu to keep trying until you succeed. Note that sometimes babies will suddenly attack you after a failed taming attempt (including usually non-aggressive species). When this happens, you'll have to act quickly to either kill the baby, run away and come back, or perhaps fire a /warningshot (if you have the appropriate skill) to scare it off. If a baby that is significantly weaker than you, your character's auto-attack may finish it before you have a chance to react. For this reason you may wish to equip a weapon that you have no skill with ahead of time (to minimize damage to the baby in case of aggro).
If you successfully tame the creature, you'll be awarded some Creature Handling XP. A "Pet Control Device" for the creature will be added to your Datapad (CTRL+D), under the "Data" tab. The pet control device will be represented by your pet's name and image, and will give you lots of valuable information about the pet's condition (such as its vital statistics and trained commands). This is also the primary means of storing and calling your pet
Once you get close enough to start taming it you're going to want to start auto following it. Do this by typing /follow. So now you're Following it and you hit the Tame button.. Now what? This part can be summarized in a few quotes:
'Good.er.Boy?' 'Don't be scared.' 'Steady' 'Easy' 'Don't bite me.'
So 1 of 3 things is going to happen after you say 3 of these quotes. (It does it automatically) it's going to either:
A. Be tamed and able to be trained by you, its name will then turn pink to signify that it is now a pet.
B. It will say 'Failed to tame creature' and it will ignore you and keep doing what its doing.
C. It will say 'Failed to tame Creature' and it will lose its temper and start attacking you, Along with its parents most likely.
it's unfortunate that the "taming" skill tree contains the "max level of pets" attribute, it results in much confusion about taming vs controling. your tame mod and max level mod are different things. tame effects your sucess rate at taming creatures and teaching them commands. max level is a hard cap on the level of the pets you can use. taming also effects what you can use, in that if you can't tame it, you can't use it, but what the actual formula for clvl vs tame mod is not really clear, I've never seen a formula posted, and I don't think anybody actually knows. besides, thats changing in the upcoming patch.
so the answer is, there's a hard cap on pet level based on your "max level of pets" mod. you taming skill cannot raise this, and there are no skill enhancements for this skill. your taming mod can limit you from using big pets, but it can never extend the strength of your pets past what your "max level of pets" would allow.
incidentally, the highest possible mod you can get from skill enhancements and BE clothing is +25, even if you have three itmes that are +16 to tame your total bonus is only +25. this is not just for taming, but for all skill mods. this ensures that you still have to master professions to be really good at them.
the kimogilas you will be able to use in the next patch will not have the same stats as wild ones. they'll look like a wild kimo, but that's it. their stats are based off what DNA the bio engineer uses. what skin they choose for the pet is somewhat arbitrary (other than the fact that certian skins have a minimum creature level associated with them).
Ability Flow
System MessagesSUI PromptCombat Chat SpamFly TextFormula(s)
Source References
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Ability HAM Costs
Ability Multipliers
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