Pet Stat Mechanics - classic-hunter/forever-hunter GitHub Wiki

🐾 Pet Stat Mechanics

Hunter pets have their own level-based base stats and also inherit several stats from the Hunter in WoW Forever.

These systems are separate.

A useful overall model is:

Base Pet Stats β†’ Hunter Stat Inheritance β†’ Family Modifiers β†’ Final Pet Stats

This page documents:

  • base Health growth
  • base Armor growth
  • base Auto Attack DPS growth
  • Attack Power inheritance
  • Crit inheritance
  • Stamina and Health inheritance
  • Armor inheritance
  • Hit and Expertise
  • racial interactions
  • family modifiers

For damage calculations, see Pet Attack Formulas.
For Focus, Happiness, Loyalty, Training Points, and general pet behavior, see Pet Fundamentals.


Summary

Hunter Inheritance

Hunter Stat Pet Benefit
Higher of RAP or MAP 10% inherited as Pet AP
Higher of Ranged or Melee Crit 100% inherited
Hunter Stamina 2 Pet Health per point
Hunter Armor 30% inherited
Hit Inherited by the pet
Expertise Applicable effects can benefit the pet
Racial Crit Bonuses Apply where the pet attack qualifies

Additional pet stat rules:

  • 1 Strength = 2 Pet AP
  • Pet Agility does not provide Attack Power
  • Pet Agility contributes Crit
  • Pets have their own level-based Health, Armor, and base Auto Attack DPS
  • Family modifiers are applied separately
  • Normal player stat buffs no longer directly appear on the pet
  • Pets can still benefit indirectly when those buffs change inherited Hunter stats

πŸ“ˆ Base Pet Stat Growth

Pet Health, Armor, and Auto Attack DPS increase with level according to underlying level curves.

These values are the pet's base level scaling before family modifiers and Hunter stat inheritance.

The data does not follow one simple linear equation from level 1 to 60.

Instead, it shows several distinct growth regions.


Reference Values

Level Base Health Base Armor Base Auto Attack DPS
10 Early-level curve Early-level curve Early-level curve
20 629 861 17.10
30 1,242 1,212 24.69
40 1,981 1,980 32.59
50 2,909 3,018 49.20
60 4,365 3,566 60.45

Level 10: Levels 1–10 use a separate curved growth region. The exact level-10 lookup should be taken from the original stat table rather than extrapolated backward from the level 11–35 formula.

The level-60 base values are therefore approximately:

Base Health = 4,365

Base Armor = 3,566

Base Auto Attack DPS = 60.45

The 60.45 value is already DPS.

It should not be treated as damage per individual melee hit.


❀️ Base Health Growth

Pet Health increases non-linearly with level.

The strongest approximate relationships from the observed data are:

Levels 1–10

Curved early-level growth

This region should use direct table values rather than a simple linear approximation.


Levels 11–35

Health β‰ˆ 0.8410 Γ— LevelΒ² + 18.365 Γ— Level - 75.585

This produces accelerating Health growth even through the lower-middle levels.


Levels 36–45

Health β‰ˆ 0.5227 Γ— LevelΒ² + 40.386 Γ— Level - 472.764

The growth curve changes again through this range.


Levels 46–60

Health β‰ˆ 2.5558 Γ— LevelΒ² - 133.203 Γ— Level + 3193.59

Late-game Health growth accelerates considerably.

This is why the jump between levels 50 and 60 is much larger than the increase between levels 20 and 30.

For example:

Level 20 β†’ 629 Health

Level 30 β†’ 1,242 Health

Difference:

+613 Health

Compared with:

Level 50 β†’ 2,909 Health

Level 60 β†’ 4,365 Health

Difference:

+1,456 Health

Pet survivability therefore scales much more aggressively at higher levels.


πŸ›‘οΈ Base Armor Growth

Pet Armor also follows several distinct level ranges.


Levels 1–10

Curved early-level growth

As with Health, direct table lookup is preferable in this range.


Levels 11–35

The observed relationship is approximately linear:

Armor β‰ˆ 35 Γ— Level + 160

This corresponds to roughly:

+35 Armor per Level

Example:

Level 20 β‰ˆ 861 Armor

Level 30 β‰ˆ 1,212 Armor


Levels 36–45

Armor growth accelerates through the middle transition:

Armor β‰ˆ 3.4811 Γ— LevelΒ² - 143.62 Γ— Level + 2154.4

This produces the sharp increase seen around the level-40 range.


Levels 46–60

Late-game Armor returns to an approximately linear relationship:

Armor β‰ˆ 54.91 Γ— Level + 272.13

This corresponds to roughly:

+55 Armor per Level

By level 60:

Base Armor β‰ˆ 3,566

This is before Hunter Armor inheritance and family Armor modifiers.


Armor Growth Pattern

A useful simplified view is:

Level Range Approximate Pattern
1–10 Early curved growth
11–35 ~+35 Armor / level
36–45 Accelerated transition
46–60 ~+55 Armor / level

The important point is that pet Armor does not scale at one fixed amount per level across the entire game.


βš”οΈ Base Auto Attack DPS

Pets also have an underlying base Auto Attack DPS value determined by level.

This value is separate from:

  • Attack Power
  • family damage modifier
  • Happiness
  • Crit
  • target Armor

It represents the underlying damage curve from which the pet's melee damage is built.


Levels 1–10

Curved early-level growth

Direct table lookup is preferable.


Levels 11–35

The relationship is approximately:

Base DPS β‰ˆ 0.797 Γ— Level + 0.716

or roughly:

+0.80 DPS per Level

Example:

Level 20 β‰ˆ 17.10 DPS

Level 30 β‰ˆ 24.69 DPS


Levels 36–45

The curve accelerates:

Base DPS β‰ˆ 0.15637 Γ— LevelΒ² - 10.9937 Γ— Level + 222.334

This represents a transitional growth period rather than a stable per-level increase.


Levels 46–60

The late-game values can be approximated simply as:

Base DPS β‰ˆ 1.108 Γ— Level - 6.19

or approximately:

+1.11 DPS per Level

The full late-game curve can be represented more closely as:

Base DPS β‰ˆ 0.00497273 Γ— LevelΒ² + 0.580478 Γ— Level + 7.68275

For practical reference:

Level 50 β‰ˆ 49.20 DPS

Level 60 β‰ˆ 60.45 DPS


DPS Growth Pattern

Level Range Approximate Pattern
1–10 Early curved growth
11–35 ~+0.80 DPS / level
36–45 Accelerated transition
46–60 ~+1.11 DPS / level

The faster late-game scaling means pet base melee DPS grows substantially more quickly approaching level 60.


πŸ“ Base Stat Model

For exact pet calculations, the preferred model is:

Base Health = Level Table Value

Base Armor = Level Table Value

Base Auto Attack DPS = Level Table Value

The piecewise equations above are useful for:

  • understanding the curve
  • estimating intermediate values
  • validating observed pet stats
  • identifying incorrect scaling

They should not replace exact level-table values when those are available.


βš”οΈ Attack Power

Pets gain Attack Power from both:

  • their own base stats
  • inherited Hunter Attack Power

Forever uses the higher of the Hunter's ranged or melee Attack Power.

Inherited Pet AP = MAX(Hunter RAP, Hunter MAP) Γ— 0.10

Example

If the Hunter has:

1,400 RAP

and:

900 MAP

the inherited amount is:

1,400 Γ— 0.10 = 140 Pet AP

The lower MAP value is ignored.


Highest Attack Power Source

The game does not add together a percentage of RAP and MAP.

Instead:

Pet AP Inheritance = 10% of the Higher AP Value

This matters because Hunters can have substantially different ranged and melee Attack Power totals.

For most ranged-focused Hunters, RAP will usually be the controlling value.

A melee-heavy setup can instead cause MAP to become the inheritance source.


πŸ’ͺ Strength

Pet Strength directly provides Attack Power.

1 Strength = 2 Pet AP

This is part of the pet's own stat system and is separate from Hunter AP inheritance.

For example:

+20 Pet Strength = +40 Pet AP

Pet base Strength therefore contributes directly to melee damage.


πŸ¦… Agility

Pet Agility does not provide Attack Power.

Its primary offensive contribution is Crit.

At level 60, the approximate relationship is:

20 Pet Agility β‰ˆ 1% Crit

For pets:

Agility β†’ Crit

not:

Agility β†’ Attack Power

This distinction matters when reconstructing pet damage from raw stats.


🎯 Crit Inheritance

Pets inherit the Hunter's Crit chance.

Forever uses the higher of the Hunter's ranged Crit or melee Crit.

Inherited Pet Crit = MAX(Hunter Ranged Crit, Hunter Melee Crit)

The pet receives:

100% of that Crit chance

Example

If the Hunter has:

25% Ranged Crit

and:

18% Melee Crit

the inherited value is:

25% Pet Crit

The values are not added together.


Pet Base Crit

Inherited Hunter Crit is not necessarily the pet's entire Crit value.

The pet can also have its own Crit contribution from:

  • base Agility
  • additional pet Agility
  • applicable racial effects
  • other pet-specific bonuses

Conceptually:

Pet Crit = Pet Base Crit + Inherited Hunter Crit + Applicable Bonuses


❀️ Hunter Stamina and Pet Health

Hunter Stamina contributes directly to pet Health.

1 Hunter Stamina = 2 Pet Health

Therefore:

Inherited Pet Health = Hunter Stamina Γ— 2

Example

If the Hunter has:

100 Stamina

the pet gains:

100 Γ— 2 = 200 Health

This is Health inheritance, not literal Stamina inheritance.

The pet does not simply copy the Hunter's Stamina stat.


Final Pet Health

The pet begins with its level-based Health value.

Additional Health then comes from other systems.

Conceptually:

Final Pet Health = Base Level Health + Pet Stat Contributions + Hunter Stamina Inheritance

Family Health modifiers also affect the pet's final profile.

See Pet Families and Abilities.


πŸ›‘οΈ Hunter Armor Inheritance

Pets inherit a portion of the Hunter's Armor.

Inherited Pet Armor = Hunter Armor Γ— 0.30

Example

If the Hunter has:

2,000 Armor

the pet gains:

2,000 Γ— 0.30 = 600 Armor

This inherited Armor is added to the pet's own level-based Armor.


Final Pet Armor

Conceptually:

Final Pet Armor = Base Level Armor + Trained Armor + Inherited Hunter Armor

Family Armor modifiers are also relevant to the final defensive profile.

See Pet Families and Abilities.


🎯 Hit

Pets inherit Hunter Hit.

This is particularly important against higher-level enemies, where Miss chance would otherwise represent a substantial DPS loss.

A Hunter with sufficient Hit therefore improves both:

  • Hunter attack consistency
  • pet attack consistency

Pet Hit should still be treated as its own attack-table mechanic rather than assuming every Hunter stat inherits identically.


πŸ—‘οΈ Expertise

Pets can benefit from applicable Expertise effects.

Expertise reduces the chance that pet melee attacks are:

  • Dodged
  • Parried

This is particularly important because pets use melee-style attack tables.


Positioning Still Matters

Expertise does not eliminate the value of attacking from behind.

When the pet attacks from behind:

  • Parry is removed from the attack table
  • Dodge can still occur

Proper pet positioning therefore remains useful even when Expertise is available.


🧬 Racial Bonuses

Pets can benefit from applicable Hunter racial Crit bonuses.

The bonus only applies where the pet attack qualifies for the racial effect.

Racials that affect:

  • melee Crit
  • spell Crit

can therefore apply to corresponding pet attacks where appropriate.

They should not automatically be assumed to affect attack types outside the racial's normal scope.


✨ External Buffs

Pets no longer receive normal player stat buffs directly in Forever.

Effects that increase the Hunter's:

  • Strength
  • Agility
  • Stamina
  • Attack Power
  • Armor

do not simply appear on the pet as the same direct stat buff.

Instead, pets benefit through the Hunter stats they inherit.


Indirect Benefit

A player buff can therefore still improve the pet.

For example:

Higher Hunter RAP β†’ Higher Pet AP

Likewise:

Higher Hunter Stamina β†’ More Pet Health

and:

Higher Hunter Armor β†’ More Pet Armor

The distinction is:

Pets do not receive the player buff directly

but:

Pets can benefit when the buff changes an inherited Hunter stat


🐺 Family Modifiers

Pet families modify the pet's underlying:

  • Health
  • Armor
  • Damage

These are separate from Hunter stat inheritance.

For example, two same-level pets with identical inherited Hunter stats can still have different final Health, Armor, or damage because their family modifiers differ.

Conceptually:

Level-Based Pet Stats β†’ Hunter Inheritance β†’ Family Modifiers β†’ Final Stats

See Pet Families and Abilities for the family modifier table.


🐾 Base DPS and Attack Speed

The level table provides pet base Auto Attack DPS, not damage per individual swing.

Individual swing damage depends on attack speed.

Conceptually:

Base Damage per Swing = Base Auto Attack DPS Γ— Attack Speed

A faster pet therefore attacks more often but has a smaller base damage event.

A slower pet attacks less often but has a larger base damage event.

Before additional modifiers:

Same Base DPS β†’ Different Damage per Swing

Forever preserves different pet attack speeds while normalizing their base damage around the underlying DPS value.

See Pet Attack Formulas for the complete damage calculation.


πŸ”„ Dynamic Stat Inheritance

Pet inheritance is based on the Hunter's current stats.

When an inherited Hunter stat changes, the corresponding pet stat can change as well.

Examples include:

  • gaining RAP
  • losing RAP
  • gaining Crit
  • changing Armor
  • changing Stamina

This makes temporary Hunter stat effects relevant to pet performance even when the pet itself does not receive the buff.


πŸ”¬ Testing Pet Stats

Pet stat testing should change one variable at a time.

A clean test sequence is:

  1. Record the pet's level and family.
  2. Record the relevant Hunter stat.
  3. Record the pet's resulting stat or damage.
  4. Change one Hunter stat.
  5. Recheck the pet.
  6. Compare the observed difference with the predicted result.

Testing Attack Power

If the Hunter gains:

+100 RAP

and RAP remains the Hunter's higher AP value:

Expected Pet AP Gain = 100 Γ— 0.10

Expected Pet AP Gain = +10

If a different amount appears, check whether:

  • another stat also changed
  • MAP became the higher source
  • a modifier was applied
  • the inheritance rule differs

Testing Armor

If Hunter Armor changes by:

+100 Armor

the expected inherited change is:

100 Γ— 0.30 = +30 Pet Armor

This is easy to verify because Armor is deterministic.


Testing Health

If Hunter Stamina changes by:

+10 Stamina

the expected pet Health increase is:

10 Γ— 2 = +20 Health

Health is therefore another strong deterministic inheritance test.


Testing Base Stat Curves

When checking the level curves, remove as many external variables as possible.

Record:

  • pet level
  • family
  • Health modifier
  • Armor modifier
  • Damage modifier
  • Hunter inherited stats
  • trained passive abilities

Then work backward to the underlying level value.

If the recovered base value differs significantly from the expected level table, either:

  • a modifier has been missed
  • the pet uses a different base table
  • the level curve has changed

See Hunter Testing Methodology for the general testing framework.


πŸ“ Practical Pet Stat Model

A useful overall model is:

Base Pet Health = Level-Based Health Table

Base Pet Armor = Level-Based Armor Table

Base Pet DPS = Level-Based Auto Attack DPS Table

Then add Hunter inheritance:

Pet AP = Pet Base AP + Strength AP + 10% of Higher Hunter AP

Pet Crit = Pet Base Crit + 100% of Higher Hunter Crit + Applicable Bonuses

Pet Health = Base Pet Health + Pet Stat Health + (Hunter Stamina Γ— 2)

Pet Armor = Base Pet Armor + Trained Armor + (Hunter Armor Γ— 0.30)

Finally, account for:

Family Modifiers

and, for damage:

Happiness + Crit + Target Mitigation + Ability-Specific Modifiers

This separates the pet's level curve from its Hunter inheritance, which makes testing and damage modeling substantially easier.


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