Pet Stat Mechanics - classic-hunter/forever-hunter GitHub Wiki
πΎ 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
π 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
1β10use a separate curved growth region. The exact level-10 lookup should be taken from the original stat table rather than extrapolated backward from the level11β35formula.
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.
β€οΈ Base Health Growth
Pet Health increases non-linearly with level.
The strongest approximate relationships from the observed data are:
Levels 1β10
Curved early-level growth
This region should use direct table values rather than a simple linear approximation.
Levels 11β35
Health β 0.8410 Γ LevelΒ² + 18.365 Γ Level - 75.585
This produces accelerating Health growth even through the lower-middle levels.
Levels 36β45
Health β 0.5227 Γ LevelΒ² + 40.386 Γ Level - 472.764
The growth curve changes again through this range.
Levels 46β60
Health β 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.
π‘οΈ Base Armor Growth
Pet Armor also follows several distinct level ranges.
Levels 1β10
Curved early-level growth
As with Health, direct table lookup is preferable in this range.
Levels 11β35
The observed relationship is approximately linear:
Armor β 35 Γ Level + 160
This corresponds to roughly:
+35 Armor per Level
Example:
Level 20 β 861 Armor
Level 30 β 1,212 Armor
Levels 36β45
Armor growth accelerates through the middle transition:
Armor β 3.4811 Γ LevelΒ² - 143.62 Γ Level + 2154.4
This produces the sharp increase seen around the level-40 range.
Levels 46β60
Late-game Armor returns to an approximately linear relationship:
Armor β 54.91 Γ Level + 272.13
This corresponds to roughly:
+55 Armor per Level
By level 60:
Base Armor β 3,566
This is before Hunter Armor inheritance and family Armor modifiers.
Armor Growth Pattern
A useful simplified view is:
| Level Range | Approximate Pattern |
|---|---|
| 1β10 | Early curved growth |
| 11β35 | ~+35 Armor / level |
| 36β45 | Accelerated transition |
| 46β60 | ~+55 Armor / level |
The important point is that pet Armor does not scale at one fixed amount per level across the entire game.
βοΈ 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 1β10
Curved early-level growth
Direct table lookup is preferable.
Levels 11β35
The relationship is approximately:
Base DPS β 0.797 Γ Level + 0.716
or roughly:
+0.80 DPS per Level
Example:
Level 20 β 17.10 DPS
Level 30 β 24.69 DPS
Levels 36β45
The curve accelerates:
Base DPS β 0.15637 Γ LevelΒ² - 10.9937 Γ Level + 222.334
This represents a transitional growth period rather than a stable per-level increase.
Levels 46β60
The late-game values can be approximated simply as:
Base DPS β 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 0.00497273 Γ LevelΒ² + 0.580478 Γ Level + 7.68275
For practical reference:
Level 50 β 49.20 DPS
Level 60 β 60.45 DPS
DPS Growth Pattern
| Level Range | Approximate Pattern |
|---|---|
| 1β10 | Early curved growth |
| 11β35 | ~+0.80 DPS / level |
| 36β45 | Accelerated transition |
| 46β60 | ~+1.11 DPS / level |
The faster late-game scaling means pet base melee DPS grows substantially more quickly approaching level 60.
π 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.
βοΈ 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.
πͺ 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.
π¦ 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 1% Crit
For pets:
Agility β Crit
not:
Agility β Attack Power
This distinction matters when reconstructing pet damage from raw stats.
π― 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
β€οΈ 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.
π‘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.
π― 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.
π‘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.
𧬠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.
β¨ 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
πΊ 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.
πΎ 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.
π 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.
π¬ Testing Pet Stats
Pet stat testing should change one variable at a time.
A clean test sequence is:
- Record the pet's level and family.
- Record the relevant Hunter stat.
- Record the pet's resulting stat or damage.
- Change one Hunter stat.
- Recheck the pet.
- 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.
π 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.