Ranger - Pet stats are showed incorrectly
a lot of the pet augmenting traits only work while in combat so be sure to check and see if that’s what’s going on. as for the ’ranger’s stats’, they don’t effect the pet in any way. pet doesn’t get the boon duration, crit damage, condi dur, or anything else that the ranger gets from investing in trait lines. that is why there are specific traits for these different things. though as i said the traits will only effect your pet while in combat.
I know that, but as I said, it shows incorrectly. This does not have anything to do with pet traits. As I said it shows in pet skills as it increases their duration / damage. Like if it increases duration of conditions for ranger in MM tree (I’m not talking about trait that specifically increases pet conditions duration).
i understand and as i said above this is some sort of issue they have with the tooltips for ‘profession mechanics’. i don’t understand what the programming issue is exactly. the rangers statistics (including condi dur, condi damg, crit dmg) do not effect the pets. engineers have this same problem with using the HGH trait. it states on the toolbelt skills that tossing elixirs will give 2 stacks of might as the trait is supposed to. however, the trait only refers to using/consuming elixirs (6-0) for the 2 stacks of might and tossing them (f1-f4) only gives you 1 might, though the tooltip says different. i think it is a similar thing going on with the ranger’s pets. tooltip bugs are a dime a dozen in this game though and they’ve been working on them since launch and have come quite a long way i might add. they do still have a long way to go however. you’ll also notice as you’re changing traits, stats, weapons, and or skills that a LOT of the tooltips will be wrong for traits that should effect other traits (ie. +33% burn duration in Firearms with +cond dur% from explosives for Engi) or where multiple traits/stats effect the same skill, often the game will only recognize and apply one of the alterations to the tooltip. with the diverse build system, i assume, it’s tough to program every concievable change for each of the tooltips or maybe somehow it has a ‘precedence system’ where it prioritizes certain effects for tooltips and disreguards others. i’m not saying this is “okay” because it’s frustrating when you’re trying to min/max a build but, for the most part, the game DOES still apply all necessary effects to most skills despite what the tooltip stats (ie. the HGH trait on tossed elixirs).
I also realize this is incredibly frustrating for a ranger trying to min/max where a LOT of their traited effects ONLY work while in combat but then, as a catch 22, you can’t swap traits while in combat ranger is the one proffession i’ve lilterally had to sit with a pen and paper for sometimes hours bouncing in and out of combat while making tweaks and adjustments trying to optimize the 3 primary builds that I use with him. the bottom line though is that the tooltips for the pets are wrong. they are not effected by ANY of the rangers different traits/stats/attributes unless specifically stated in the trait itself. (ie. condition duration for pets can only be altered by using the appropriate trait and will never be effected by the rangers stats/runes/sigils/etc.) i’m sure this isn’t the kind of answer you’re looking for as my first one was only a more concise version of what i’ve written here but it’s the best i can do and “well it’s a pain in the kitten we all have to deal with/ignore” is not a suitable solution in any context tbh but atm that’s what we have to deal with so it’s the best i can offer