Alright, so the formula thing wasn't the best idea, so here is a new idea that is easier to work with. Instead of evolutions being pretty much useless, each evolution now gives more stats. Just like currently, 1st evolution pets will give off a max of +50 hp, and +4 into all other stats. 2nd evolution pets, will give a max of 150 hp, and +8 into all stats, and 3rd evolution pets will give a max of 300 hp, and +12 into all stats. Now remember that it is all luck that you get these numbers, so you can still get anything from 0-4,50, 0-150,8, or even 0-300,8. This also means that pets would need a base stat change ( or at least I think so... ), which would allow for "diverse" pets. Some pets would be better with defense vs power, vice versa. Some might just be a balanced sucky pet, or even a balanced good pet.
What does this mean for booking ? It needs to be removed entirely for all pets. Booking just ruins the idea of pets entirely, because it makes leveling pointless, and pets can grow stronger than the owner. At the moment, the only reason why a player would level is a pet, is because they don't have/want one, or they are trying to equip items. As for pets being stronger than the owner, I see no logic behind it. Something that should be weaker than the person, can be much stronger. Throw some books on your pet with manual control, and boom you don't have to do work anymore. Why remove the fun of a player actually having to train a pet, instead of booking it to a power level it shouldn't be at. ( Only way to gain stats is off fish )
Here is something I would also like to address about the pet worth myth. In no shape or form, this does not affect pets that have high power levels. If anything, it would make price stay the same or even rise. I mean, if a pet got +12 power every level, it would take 2500 levels for it to reach 30k. If anything, you are quite lucky that your pet has that power level, because you need to train less pets. For the whole "players will quit" thing, that is also quite stupid. If you are a person who throws money at the game, and you are now quitting over a pet you can't book, that is your problem. Really, you are pretty stupid to continue after the 15 minute disconnect, but that isn't my issue.
Why does this make for a good update ? Seeing as multiple pets are now a thing, this does give a bigger use to them. On their own they suck, but with a group, they become more powerful. This goes back to when pets were first released and meant to be as a small bonus. Levels would still be quite annoying, so exp should be nerfed by 5% or so.
Pet equipment is something that needs a completely new change. Currently, it serves no purpose, except for the archer helms/boots since they provide luck; which is a very useful stat. This means the cowboy, warrior, and mage items need to be change due to being very useless.
Warrior: They warrior helmets only provide a slightly higher defensive boost to your pet. These helmets become pointless on enemies where your pets take too much damage, or if they take too little. Really, these helmets are useless overall, but can give a slight push to being immune if needed. Along with the higher defense, each warrior helm now provides 0.1% more defense to the player, with a +0.1% increase per level. A person who has low defense and is fighting stronger enemies can now gain a defensive advantage, however they can lose it if their pets die. (2.5% is the most a pet can get)
Mage: The helmets are okay for lower leveled players, but even then they become useless later on. Most players won't be able to afford multiple pets early game, and one pet alone can't recover a player's Hp efficiently. These helms work just like the warrior ones, except they heal 1% of your hp, with a 0.2% per helmet. These will not be so great for players who don't have high HP, but players with low defense, or even for those who play as warrior will find a great use of these helmets. (4.2% is the most a pet can get )
Cowboy: Truly the worst helmets out of the four classes. Once a person maxes dexterity and running speed, these helmets become useless. Low leveled players wouldn't be able to build up good speed, and competition for an area doesn't happen much. Just like the other two, cowboy helms work in the same way, but offer 5% more critical damage, with a 2% increase per helmet. Players with lower dexterity might not find these to be situation helmets, but those who just maxed or even those with maxed dexterity can find great uses of these helmets. (25% is the most a pet can get)
If someone could count over the values for me that would be nice. Note: I forgot to include boots originally, so I threw in their value. They have the same increase as helmets ( might change?), and Included ONE of the crystal boots so don't add both.
Overall I would say this is fairly balanced. Assuming if all your pets had the value of each, you could gain 20% more defense, regenerate 33.6% of your hp every 30 seconds ( or however much it is ), or increase your critical multiplier by 200%. What's great is that you could have a mixture of the buffs, so a player could walk around with 4 luck pets, 2 regeneration, and 2 defense or however they would like to set it up. The only reason why this would be overpowered ( like luck currently ), is if your pets can't die. If a player had 8 pets that couldn't die to an enemy, they could load up on cowboy items and get roughly x1.5 more damage without an issue. However, this wouldn't happen for a player without a booked pet, because they would have to work their pet up to partially survive, if they wanted a "true full effect".