You
Hunter and pet level
Your gear
Undergeared: vendor and white gear Levelling in quest rewards Good greens and blues Set my damage by hand…
Your physical DPS
× the quest-gear estimate for the level.
Faction Alliance Horde
Race
Orc: Command, +5% pet damage. Human: +1% crit, +10% Spirit (2 November racials). Other races: no racial counted. Faction decides which beasts count as tameable on your side.
Beast Mastery talents for the level (Unleashed Fury, Ferocity, Frenzy, Bestial Wrath…)
Your pet
Happiness Happy Content Unhappy
Ranks Tameable now All in game files
Attack speed
Damage is normalised; speed only changes Frenzy procs (35+).
The mobs
Mob level vs yours
Find the best mob level for each pet (most XP an hour)
Mob health
× a normal mob of its level (elites ~2-3×).
Mob armour
Typical mob at this level Low armour (casters, demons) High armour: ×1.5 (armoured beasts, elementals) Forever's base creature armour Custom…
Grinding
Mobs per pull, all on the pet
You kill them one at a time; the others hit the pet meanwhile.
Walking to the next pull
Seconds. 5 is a dense camp, 15+ spread-out mobs. Resting is worked out on top.
Looting per mob
Taming for abilities Whatever the best bar needs Up to two extra beasts One extra beast None: only what my pet knows
Your pet's abilities come from the beast you keep and from beasts you tame to learn more. With a limit, the planner picks the pet to keep and which tames are worth it.
Well Fed XP food (+5% kill XP)
Mob damage
× a normal mob of its level (Forever's creature DPS table).
Damage ranking
Time to kill from the mob's health and each pet's damage
Time to kill a mob
Seconds every fight lasts, the same for every pet. Short fights with long gaps reward pets that spend their focus in bursts: the gap refills it.
Time between fights
Focus refills and cooldowns tick; Dust Cloud and bleeds reset per mob. A bleed, poison or Serpent Sting only deals the ticks that land before its mob dies.
Growl on autocast, first on the bar (15 focus every 5 s; holds threat against your shots)
Enemies in reach
For Swipe and Thunderstomp: how many enemies they hit.
Melee near Furious Howl
Group's physical damage
Others hitting the same target, in multiples of your damage. Dust Cloud helps it too.
Assumptions unverified
Nobody has measured these in Forever yet. Each starts at our best guess; move it if you know better.
Happiness boosts Nature abilities
Decides Wind Serpent (Lightning Breath).
Why off? Classic's server code applies happiness to physical damage only, so off is the Classic behaviour. The wiki and the wowsims simulator apply it to all of a pet's damage. Nobody has tested Forever. Turn it on to see Wind Serpent with it.
Bleeds ignore armour
Savage Rend and Tendon Rip.
Why yes? In Classic, damage over time ignores armour even when it's physical. Untested in Forever.
Reset to defaults