Q:
Is Malicious Training working?
Try testing it out in the Mists. I would do it myself but can’t right now, but the test should be quick and easy.
I did some testing in the mists. It behaves really strange. I used the Insect swarm from marsh drake. The poison ticked for 84 without trait.
With the trait it still ticked 84. But if I engaged in the fight first and then pressed F2, the poison would tick for 119. Also the pet management window doesn’t show that you have 350 condition dmg all the time when traited. However when in battle it shows 350.
If you start the fight then I guess your pet will benefit from the trait. But if you just stand passive and command the pet to fight with F2 ( while you don’t fight) the +350 cond dmg doesn’t work.
I hope some others would care to make some testing as well.
Hoh, that’s fascinating. I’ll have to do some tests myself when I get back. Thanks for the info.
Which brings up an interesting idea…I wonder if other stats like agony resist is also only applied during combat. Would be interesting to test.
Is this trait similair to the quickness on pet swap trait? The quickness only applies if you swap pets in combat. Maybe the +300 condition damage only applies if your pet uses the skill when in combat. If that’s the case, I don’t believe the trait is working as intended.
The combat requirement for quickness is a bit redundant now that pets have a cooldown in and out of battle (they never used to) but it makes sense for weapon swapping (which can be traited to give fury and swiftness) to prevent stacking of the boons without a combat weapon swap cooldown. There’s not need to make this trait require combat and in fact there is incentive for it to work when “out of combat” because if your pet engages with this skill, you shouldn’t be punished for the pet hitting first.
It works just fine but the display is a bit buggy. My pets are always dealing significantly increased condition damage with the trait equipped but their condition damage displays as 0 until you swap pets. It also helps if you open the window while you’re in combat.
I did some testing in the mists. It behaves really strange. I used the Insect swarm from marsh drake. The poison ticked for 84 without trait.
With the trait it still ticked 84. But if I engaged in the fight first and then pressed F2, the poison would tick for 119. Also the pet management window doesn’t show that you have 350 condition dmg all the time when traited. However when in battle it shows 350.
If you start the fight then I guess your pet will benefit from the trait. But if you just stand passive and command the pet to fight with F2 ( while you don’t fight) the +350 cond dmg doesn’t work.
I hope some others would care to make some testing as well.
Well thats silly. Makes little to no sense whatsoever for stats like condition damage to only apply while in combat. It wouldn’t even have an effect out of combat, not like you can apply conditions without entering combat.
Also seems like its unessicarily making the game do more than it needs to. Instead of just having a constant boost to condition damage, the game is having to add the CD when combat starts, then take it away again once combat ends.
One reason I can see for this is that maybe they implemented this sort of thing for Concentration Training, to try and prevent you from using your pet as an out-of-combat buffbot. Back when pets had no out-of-combat swap cooldown, I suppose Concentration Training + buff pets could stack some decent boons. If that were the case, maybe they simply copy-pasted the code for Malicious Training from Compassion Training. I have my doubts about that theory (having a countermeasure like that suggests they realized pets could be used as buffbots out of combat, in which case they would have just given them cooldowns from the start), but its a theory anyway.
The other possibility I can think of is that pets don’t actually have “stats” in the way players do, but there’s simply a hodgepodge system where the game artificially boosts their abilities based on traits to “mimic” actual stats, and said system only works in combat. And if that is the case, its a really sloppy way of handling a pet system in a game where you know you’re going to have a whole profession based around the things.
But regardless of the reason, its silly and hopefully deemed a bug to be fixed in the future. But it is useful to know. When I use Devourers (and to a certain extent Drakes) I almost always initiate combat with F2, and thats apparently a really bad thing to do based on these findings.
If you start the fight then I guess your pet will benefit from the trait. But if you just stand passive and command the pet to fight with F2 ( while you don’t fight) the +350 cond dmg doesn’t work.
I hope some others would care to make some testing as well.And if that is the case, its a really sloppy way of handling a pet system in a game where you know you’re going to have a whole profession based around the things.
I almost always initiate combat with F2, and thats apparently a really bad thing to do based on these findings.
That’s why I tested this in the first place, I used to initiate combat with pet F2 as well!.
And YES, it is a really SLOPPY way of handling a pets system!