Almost every time I inspect someone's pet it had the healthy boost. Does it naturally show healthy boost (regardless of locked or unlocked inspect)?
Pet perks
I just tried it using an alt, it shows the correct perk (whether inspect is on or off).
I guess most people you see are using healthy boost.
What levels are we talking about here? Imo, there aren't really any worthwhile perks until you start getting 4* ones. The ones that give +2 DI vs certain families are okay but only situationally, obviously.
At every level. I guess people are just too lazy to tune their pet perk for each level, I get yelled at a lot because I have to change my set for each level as well as my pet perk. (I try to feed each level too but now that that is over with I'm hoping to save for a new pet)
If you equip a loadout with a sprite perk you've outleveled (ex Swift Steps when you have Swift Steps II) it defaults to Healthy Boost, so that may be part of the cause.
More pips = less death.
It's basically like a "free" 3rd trinket.
@ pandafishe
This may seem to be the most logical choice but with the ability to completely immunize yourself from certain status I'm certain that it will be of more use to be immune to say shock or fire in places where that is most prevalent (FSC or Ghost in the machine)
I don't know about you, but I almost always use MSI perk unless my Sprite doesn't have it, and I've never had a problem with others seeing it.
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And by the way, using the fire resistance perk is somewhat useless in FSC; there are no wisps there, and the only reason you should really use the perk is for wisp resistance with double max armors.
In this case, the health perk would for sure be better. You'd lose less overall health from catching on fire with the health perk on than you would the fire perk, it just comes with the extra effect of letting you tank more non-fire hits as well.
@Holy
Immunity only works against WISPS, I've tried that of course. Using a complete set + the status inducing perk, that is. Head on attacks from monsters gives you that 3-5?(haven't played in awhile .-.; just got back into the game) seconds of very, very, very short damage, that doesn't really do anything.
OTHERWISE
Using the status resistance perks aren't really that useful (TO ME)
/sleep
That's a bit incorrect. First of all, you only need +9 to get Wisp immunity, not +11 which is what a set+perk gives (4+4+3).
Lots of things inflict moderate statuses. Zombie swipes, I think Lumber hits, and probably more which I can't remember.
I use status perks to put myself at or above neutral resistance as I pretty much always use BKC and often use Chaos with it.
Sorry, I don't crunch numbers in the game, since I don't really care that much to do so.
Leaving this thread.
Sounds like most people don't care either, that's why they just use healthy boost.
By the way, zombie swipes need +7 to resist and lumbers do strong status (can't resist it).
I know wolver bites, scuttlebots and greaver haze are moderate (+10) though.
Ah, so that's how it is. I'm very sure moderate statuses are +9, though.
Nah I did HoI while my sprite was still leveling, only had +9 but still got frozen by that stuff (wisps were ok though)
That's because you were on Elite, I assume. In Lockdown, it's strictly +9 for moderate statuses and pre-difficulties, it was +9 to be immune to either status in C42 (with the exception of Gremlin flamethrowers).
Since Heart of Ice rolled around again, I tried it on all 3 difficulties. +9 was not sufficient either on normal, advanced, or elite.
Well, I suppose they inflict statuses stronger than moderate, then. Statuses are only named moderate when player inflicted and when player inflicted, one can only resist them in LD where +9 is what you need.
Maybe it's a really popular perk? I don't look at people's perks though.