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The pets that are actually attacking have the same trash AI that the summons do in other words doggy poo poo AI and as you progress in the same you characrer can deal 10k+ dmg per hit while the pet is struggle to deal more than 1k dmg and it has like 0.5 attacks per second if even that is assuming the AI did not decide to go AFK on you and do nothng.
I'd still be stuck with Owlux, though, because I'm addicted to movement speed. Zoom!
Most attacking pets get outclassed in the endgame by buffing pets (Owlux/Pheromoth). But most of the time the buffs are terrible, so you're waiting on getting god roll buff pets.
The only endgame attacking pet that may matter is the one that gives mana on hit, but that's only for mage setups, is endgame and is also competing with buff pets. YMMV.
- if u have 0 dodge and go pheromoth it will prevent 5% of all damage u take.
- if u have 50% dodge before counting the pheromoth it will prevent 10% of all damage u take.
- if ur at 85% dodge before counting the pheromoth it will prevent 33% of all damage u take
there is another argument that could be made that especially early game, lets say at least until u killed ur first boss after the wall opened, that any of the range pets, if they have 3-4 attackspeed skills to level will likely out dps ur character
The attack pets are bad for one of the same reasons that summoner is bad, AI is terrible (Summoner is terrible for more reasons than just that though). Also they just aren't as good as you at dishing out damage, so you might as well use a pet that focuses on buffing you instead.
With chests filled with pets I am yet to switch away from an owlux that gives me crit chance and move speed (still didn't get a perfect roll on pure crit chance, but movespeed is incredibly important since bosses can melt you if you aren't a melee build, and even then you still want to move).
The by far BEST pet passive is the one that grants chance for tripple dmg on hit as without any attack speed you are doing 3.3 attacks per second base with arcane staff. So unless you want more MS to avoid attacks easier you want x5 2% which is a 10% chance for tripple dmg.
I did mention the moth pet and doge based build if you read properly.
The problem is that we have only two passive pets and 30 active pets, so if you want a pet that buffs you, you'll end up with Owlux or Pheromoth, but isn't about the pet, it's about the pet's skill pool, both Owlux and Pheromoth share almost all skill pool, the difference is that Owlux can give you Avian Run (+5% move speed), while Pheromoth can give you Winged Escape (-10% snare and stun duration).
So... If you aren't going for the move speed, or for the snare and stun reduced duration, both are the same thing. I usually build for critical chance, but having 10% chance of triple damage is pretty awesome, so I basically use anything that has 1-5 of Spirit of the Hawk or Triple Trouble. If I can find 5 Triple Trouble I'm fine, if I can find 5 Spirit of the Hawk I'm fine. Usually I find a mix between them, but the ideal scenario is 5 of one of those two.
...I think you might be seriously overvaluing a 10% chance for tripple damage. That's the same as a +20% damage buff on average... It's not bad, but it honestly might not outperform a combination of other damage stats.
(ofc big numbers are fun. And theres something to be said about 10% of the time instakilling a mob rather then 3 hitting it e.t.c, but that's less relivent for a fast firing weapon)
Its a breath of the wild bike dlc situation, you run around getting all the teleport points then the game goes "here have a fast bike to jet around with"
In core keeper you play mage, make your peace with the mana regen, go max mana or use the cookie cutter arcane staff build everyone and their mother talks about, only to get to the last biome and THEN get some mana support.....
Obviously, "buff" pets are ideal for those seeking those buffs for their build.
Damage/attack pets with special abilities, and the only one I've used specifically for that so far is the Fanhare (poison/-hp regain), are likely very "situational."
DPS pets should basically be considered a weapon that effects enemies more-or-less at random.
Bossfights probably have the most impact in regards to the choices the player makes.
But, something to consider - No Pet or Minion that I've used (just up to mid-game atm) draws "aggro." This is fairly significant in terms of comparing the use of pets and minions in Core Keeper to standard ARPG games. AFAIK, there aren't any "Tank" pets/minions and their behaviors and abilities seem to reflect that in how they're designed. (Since they don't have hit points, minions have Timers and Pets are basically a piece of gear that one equips to deliver buffs or RNG damage/status effects.)
Pets/Minions appear to select targets based on the player's target. There's a problem with that in that the player is going to be moving around a lot and targeting specific mobs can be problematic, especially on a controller. :) Pets have limited "stick-to-itiveness" while Minions have a tad bit more in terms of time-on-target. The problem there is that both sometimes spend much more time re-acquiring a new target than attacking anything at all...
With a Subterrier, if one is in a scrum with a bunch of cavelings, the Subterrier will often just stand there, waiting for the player to settle on one target for time(x) until attacking it. There doesn't appear to be much there in independent targeting.
Pets/Minions in disengage/engage loop behavior while the player is in a scrum with multiple targets... can sometimes be pretty problematic, making them a but useless at times. (Not a big complaint, just an observation. If I was playing a Minion build, I may be a bit more concerned about it.)
It's worth noting that it appears pets/minions depend on the status of the player in terms of whether or not they are being targeted by a hostile. But, and just by how it appears during play, a mob that targets the player, who then moves, then attempts to move-to-attack the player... will often not be attacked by the pet/minion.
There's definitely some weird, purposeful, behavior coded in there. I wouldn't quite truly call it "behavior," so I'll just say that their exhibited behavior seems to depend a lot on character-status, targeted/not-targeted, and engagement range.
Note: Ranged minions/pets seem to get sort of "sticky tagets." (Or, they don't easily drop targets) For instance, riding in a minecart with a bat minion active, it will fire at an aggressive target FAR offscreen when I get out of the minecart. The fanhare behaves similarly, too. As I move away, both will stop targeting that shroom on the other side of the world...