Redemption companion power has a frozen active effect tooltip . It says: "Chance on Hit: Heal every second for 15 seconds". Its timer is stuck on "00:01" .
1. Although I reported (March 2) that my companion for a broken bonus, it still has not been fixed. This is a companion from the Zen Market. I have the impression that the devs do not read this thread carefully. it's still the same:
1)On companion stats, what does hit points bonus strength mean?
2)The enhanced stats all say "stats are based of the rarity of the summoned companion" does that mean that green companions give the same stats as legendary in the enhanced slot as long as the summoned companion is legendary?
3)Does anyone have an Archmage's Apprentice on preview and can tell me what bolster group it's under and what the stats are? I have one on console but can't find it on preview.
1. Although I reported (March 2) that my companion for a broken bonus, it still has not been fixed. This is a companion from the Zen Market. I have the impression that the devs do not read this thread carefully. it's still the same:
1)On companion stats, what does hit points bonus strength mean?
2)The enhanced stats all say "stats are based of the rarity of the summoned companion" does that mean that green companions give the same stats as legendary in the enhanced slot as long as the summoned companion is legendary?
3)Does anyone have an Archmage's Apprentice on preview and can tell me what bolster group it's under and what the stats are? I have one on console but can't find it on preview.
1. Incoming heal (This will display correctly in the next patch) 2. The value of the applied debuff will scale based on the quality of the currently summoned companion. So the green companion will give a lower debuff then a legendary one.
Post edited by sgrantdev on
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theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
1)On companion stats, what does hit points bonus strength mean?
2)The enhanced stats all say "stats are based of the rarity of the summoned companion" does that mean that green companions give the same stats as legendary in the enhanced slot as long as the summoned companion is legendary?
3)Does anyone have an Archmage's Apprentice on preview and can tell me what bolster group it's under and what the stats are? I have one on console but can't find it on preview.
1. Incoming heal (This will display correctly in the next patch) 2. The value of the applied debuff will scale based on the quality of the currently active companion. So the green companion will give a lower debuff then a legendary one.
I feel like I asked this before and it may have been answered but, is the +Companion stat bonus of Darks in utility slots useless on augment companions? I feel like the last time I tested that it had no effect, and how it was worded I suspected that was WAI, but wanted to double check.
W/ respect to companions what is the "companion influence" stat provided by dark enchantments placed in the utility slot? What is being buffed, and where exactly can I see this on the character sheet?
Companion influence affects all companion stats
Thanks for the info.
Will it be functional in the incoming build?
Companion influence should be working. We had to reduce the amount you were getting due to reports of a large boost in stats once it had been fixed. Are you not noticing an increase?
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theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
W/ respect to companions what is the "companion influence" stat provided by dark enchantments placed in the utility slot? What is being buffed, and where exactly can I see this on the character sheet?
Companion influence affects all companion stats
Thanks for the info.
Will it be functional in the incoming build?
Companion influence should be working. We had to reduce the amount you were getting due to reports of a large boost in stats once it had been fixed. Are you not noticing an increase?
This was a while back, but I didn't see any change in my stats when I equipped a dark enchant to a utility slot relative to having nothing there, using my Ioun Stone of Allure.
I thought that was WAI, because otherwise, Dark enchants are the only enchants capable of offering actual stat bonuses (as opposed to +XP, +Glory, +Gold), so I thought they were only supposed to make your companion itself more effective (which is irrelevant for augments). I guess I can double check to see what it looks like now.
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theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
W/ respect to companions what is the "companion influence" stat provided by dark enchantments placed in the utility slot? What is being buffed, and where exactly can I see this on the character sheet?
Companion influence affects all companion stats
Thanks for the info.
Will it be functional in the incoming build?
Companion influence should be working. We had to reduce the amount you were getting due to reports of a large boost in stats once it had been fixed. Are you not noticing an increase?
After retesting, it does not appear that using +Companion Influence dark enchantment in my boot utility slot had any impact on my stats while my augment companion was summoned. On the flip side, it often took quite a long time to get the stats from the augment to trigger in the first place. It currently has 3 Rank 14 Bondings equipped.
W/ respect to companions what is the "companion influence" stat provided by dark enchantments placed in the utility slot? What is being buffed, and where exactly can I see this on the character sheet?
Companion influence affects all companion stats
Thanks for the info.
Will it be functional in the incoming build?
Companion influence should be working. We had to reduce the amount you were getting due to reports of a large boost in stats once it had been fixed. Are you not noticing an increase?
After retesting, it does not appear that using +Companion Influence dark enchantment in my boot utility slot had any impact on my stats while my augment companion was summoned. On the flip side, it often took quite a long time to get the stats from the augment to trigger in the first place. It currently has 3 Rank 14 Bondings equipped.
Hmmm... I will look into it tomorrow if I get a moment, if not, then Monday.
W/ respect to companions what is the "companion influence" stat provided by dark enchantments placed in the utility slot? What is being buffed, and where exactly can I see this on the character sheet?
Companion influence affects all companion stats
Thanks for the info.
Will it be functional in the incoming build?
Companion influence should be working. We had to reduce the amount you were getting due to reports of a large boost in stats once it had been fixed. Are you not noticing an increase?
Companion influence from charisma seems to work. I'm still trying to figure out what it does.
"Companion Influence strength" which appears on dark enchantments and insignias of dominance, however, doesn't seem to have any effect. I suppose it refers to the wrong stat.
I've checked both companion and character sheets with bondings or not, augment or not, equipment or not. Still nothing.
EDIT : The boon "Simple Support" duely refers to "Companion Influence" but also doesn't have any effect.
2. The value of the applied debuff will scale based on the quality of the currently summoned companion. So the green companion will give a lower debuff then a legendary one.
This answer confuses me. The enhancement power is slotted next to the offense/defense/utility stats in the companion window is and is different from the companion you have summoned, right? They all mention the summoned companion. So, does the rarity of the companion that gives the enhancement stat and summoned companion both matter?
Thanks for all the answers so far!
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mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
edited March 2019
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empty character with just companion stats. the stats are higher than intended.
Here are the companon stats.
for example in this screenshot i should get 13650( 20199 with augment) ca but i get 30k.
2nd example non augment companion without gear only 3 bonding.
if 3 bonding give 210% then the math is wrong here 2050 +210% =4305 not 7203 even if companion influence is 12% hidden stat then 2050+12%=2296+210%=4821 not 7203.
There are so many weird things going on about companions stats that it's hard to know where to start.
Summoning an augment gives your character extra HP. The amount you get doesn't seem to linked to your companion's health stat but varies depending on its level.
Bonding runestones increase the companion's health stat.
Bonding runestones apply roughly 30 seconds after the companion is summoned. This makes testing companion stats a real pain.
The tooltips of bondings have changed with the latest patch but not their effect, so the tooltips are wrong. Rank 10 gives 45% not 47%, rank 15 gives 70% not 73%.
Companions seem to have a hidden +2105 in one or two stats. The stat varies from one companion to another. Deepcrow gets 2k defense for example, red dragon ioun stone gets 2k power and Accuracy, goldfish gets 2k CA, star of simril gets 2k armor pen and accuracy.
The stat "Companion Influence strength" which appears on dark enchantments and insignias of dominance doesn't seem to have any effect, and neither does the boon "Simple Support", probably because they refer to the wrong stat. "Companion Influence" from Charisma, however, definitely has an effect. I don't understand what it does but it only works with non-augment companions.
Bondings have a much bigger effect on non-augment companions but I've given up trying to understand how it works. Because of this they give significantly more stats than an augment with the same gear and same level.
Currently have 5 epic Mystical companions with a total bolster bonus of 13% and in Fighter companions, I have 1 legendary and 4 epic companions, also equaling 13% bolster.
It was stated that the total bolster bonus was reduced, but is it possible to provide information in game on what the max bolster % is, and how much each rarity of a companion will add to it?
1
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
W/ respect to companions what is the "companion influence" stat provided by dark enchantments placed in the utility slot? What is being buffed, and where exactly can I see this on the character sheet?
Companion influence affects all companion stats
Thanks for the info.
Will it be functional in the incoming build?
Companion influence should be working. We had to reduce the amount you were getting due to reports of a large boost in stats once it had been fixed. Are you not noticing an increase?
After retesting, it does not appear that using +Companion Influence dark enchantment in my boot utility slot had any impact on my stats while my augment companion was summoned. On the flip side, it often took quite a long time to get the stats from the augment to trigger in the first place. It currently has 3 Rank 14 Bondings equipped.
Hmmm... I will look into it tomorrow if I get a moment, if not, then Monday.
So it's INTENDED that I can use a utility slot to get +stats? That's really counter intuitive. At first I was sad that all my utility darks were suddenly useless (it wasn't much, but I liked having +5% movement), but if they're gonna give me bunch of stat points I guess I really can't complain.
The last patch brought a bigger mess than it did, but it did not solve any existing problems. I will decidedly wait for the next one to see if anything from our suggestions will be taken into consideration.
Better to feed the troll than listen to the idiot .
Didn't see it mentionned so.... There are 3 bonding slots, unfortunately, 1 of my toons only has 1 Bonding runestone... The other bonding Runestones became equipement enhancements. I hope you will ensure that everyone who has existing companions at least get 3 bonding runestones of an equivalent level to what they had before. Also: I chose my companions (and PAID for them - that Zen ain't free!) for their bonuses. Example: that adorable little Quasit gave a Regeneration boost to my squishy Rogue. Now, it's nowhere near as interesting. This one may belong elsewhere, but I picked up the jaguar for the Recovery (for my Cleric) - well that is now Accuracy. REALLY? Hope these will be adjusted or exchanged for more character appropriate
Some companions that were marked as collected on live are no more marked as collected on preview. Also collection points are reduced from 213/503 to 53/517. If companion was marked as collected before, it should remain marked. Some one-time event companions could not be even got now. If you change rules on how companions are marked, it should affect only companions acquired after new mod.
Currently have 5 epic Mystical companions with a total bolster bonus of 13% and in Fighter companions, I have 1 legendary and 4 epic companions, also equaling 13% bolster.
It was stated that the total bolster bonus was reduced, but is it possible to provide information in game on what the max bolster % is, and how much each rarity of a companion will add to it?
Bolster contribution for each companion can be found by hovering the mouse over a companion in the roster (highlighted in the image below)
Bonuses by rarity: Legendary -- 3% Epic -- 2.5% Rare -- 2% Uncommon -- 1.5% Common -- 1%
Rounding and/or the inability to display anything other than a whole number is causing what you are seeing.
It is also inconsistent. In my screenshot above, the Creatures Bolster Bonus rounds up from 3.5% to 4% and the Beasts Bolster Bonus rounds down from 6.5% to 6%.
If you select a companion you will also see that companions bolster contribution listed in the details panel (highlighted in the image below)
As you can see, that also suffers from the rounding/display issue.
The bolster contributed per companion is limited to 5 companions per category as follows: Legendary: 3% Purple: 2.5% Blue: 2% Green: 1.5% White: 1%
I can't tell you exactly in what way Bolster boosts your active companions stats/abilities.
From what I can see, the level of the companion only affects it's own stats, which is meaningless, unless its your active companion. Personally, I'd like to see each of the Bolster rates reduced .5% unless the companion has reached maximum level at it's present tier. This would motivate players to bring many companions into the field and train them up.
The bolster contributed per companion is limited to 5 companions per category as follows: Legendary: 3% Purple: 2.5% Blue: 2% Green: 1.5% White: 1%
I can't tell you exactly in what way Bolster boosts your active companions stats/abilities.
From what I can see, the level of the companion only affects it's own stats, which is meaningless, unless its your active companion. Personally, I'd like to see each of the Bolster rates reduced .5% unless the companion has reached maximum level at it's present tier. This would motivate players to bring many companions into the field and train them up.
Looks like it's even less important to upgrade extra companions to legendary just to fill out the bolster bonus. It's needed for player stats, but no need to go out of your way to upgrade extra companions just for the bonus. Throw a few purples in there and it should be pretty good still.
Bondings have a much bigger effect on non-augment companions but I've given up trying to understand how it works. Because of this they give significantly more stats than an augment with the same gear and same level.
Thanks to @greyjay1 I was able to find the missing part. So, buckle your seat belts here are the formulae for the stats transfered from your companion to your character :
- for augments :
[base stat * (1 + new bolster) + equipment] * (1 + sum of bonding multipliers)
- non-augments :
(base stat + equipment) * (real charisma multiplier + old bolster * number of bondings + sum of bonding multipliers)
new bolster is 15% max old bolster is 35% max real charisma multiplier is charisma / 300 bonding tooltips are wrong atm, rank 15 gives 70%, not 73%
The system uses both the new and old bolster formulae.
Bolster has a much smaller effect on augments.
The tooltip for charisma and the value for companion influence shown on the character sheet are wrong, it's charisma / 300 not charisma / 200.
Charisma has no effect on augments.
Other forms of companion influence (enchantments, insignae, boons) have no effect.
Don't forget the hidden 2k boost in one or two stats which doesn't appear on the companion stats sheet.
With enough bolster, non-augments give a lot more stats than augments.
In my opinion, this is far too complicated. I'd rather have bolster and companion influence multiply all stats (base + equipment + hidden 2k) and have the result displayed on the companion sheet.
I'm not sure that I like the idea of utility enchantment slots giving combat stats. Sure it will make my character stronger but it's not utility anymore is it?
Perhaps, I'm blind... But is there a benefit to using an Augment?
Augment is supposed to give an extra 100% companion stats but it's bugged right now and you only get stats from bondings.
OK, I do correct my statement, augment only give you 100% of their base stats, they do not transfer any stat from equipment and runestones.
I do have no idea if this is intended or a bug, but if augments (their augment skill) do not transfer equipment and runestone stats they will be a quite poor option to be a summoned companion, because they will give you neither protection tanking mobs, nor support, nor damage.
OK, I do need some sleep, augments are working as expected and passing 100% full equipped stats + bondings.
They dont seem to be passing any HP.
Companions never shared HP before Mod 16. In Mod 16, they don't have HP they have a Health stat. But still, no sharing of HP/Health. That is normal
False statement. Go try an augment.
Back in the day, when augments roamed Neverwinter and no one heard of bondings, they shared HP. I used to slot for it.
Can you please make the companion and mount tab common and accessible to all characters on account; so that once you have collected a companion/mount, on one character, you can use it on all characters, on same account.. I will probably want to change my main after m16 and don't want the time/money I have spent, on my current main, over the last couple years, to go to waste... I believe this would help the morale of your heavily invested players... also it would be nice to see boons unlock account wide after one hade 2 character with all boons unlocked on same account, but this is not as important as the companions and mounts being unlocked...
Comments
1. Although I reported (March 2) that my companion for a broken bonus, it still has not been fixed. This is a companion from the Zen Market.
I have the impression that the devs do not read this thread carefully.
it's still the same:
2. Before fixing today, the bolster amounted to 29%, which is the right value, but after patch the value again fell to 14%.
Before:
After patch:
2)The enhanced stats all say "stats are based of the rarity of the summoned companion" does that mean that green companions give the same stats as legendary in the enhanced slot as long as the summoned companion is legendary?
3)Does anyone have an Archmage's Apprentice on preview and can tell me what bolster group it's under and what the stats are? I have one on console but can't find it on preview.
The total bolster bonus was reduced with this patch.
2. The value of the applied debuff will scale based on the quality of the currently summoned companion. So the green companion will give a lower debuff then a legendary one.
I thought that was WAI, because otherwise, Dark enchants are the only enchants capable of offering actual stat bonuses (as opposed to +XP, +Glory, +Gold), so I thought they were only supposed to make your companion itself more effective (which is irrelevant for augments). I guess I can double check to see what it looks like now.
on that not i find that the comp are too strong.
i wished that comps in the fashion the are implemented would be gone in total.
hate me for it but i dont like the fact that e minion is 2/3 more improtant than my char.
id like if they would be reduced to classes and part of their THING like a ranger or a warlock controling a deamon etc
But not having it fight alongside making it a 10 meber party dungeon with 5 players.
give the players the power to do it with their chars
in DnD augments were only ion stones or so.
not asking for an imidiat change but consider it for mod 20 or so
love a silent heads up if u devs like this direction with me shuting my rap if
Hmmm... I will look into it tomorrow if I get a moment, if not, then Monday.
"Companion Influence strength" which appears on dark enchantments and insignias of dominance, however, doesn't seem to have any effect. I suppose it refers to the wrong stat.
I've checked both companion and character sheets with bondings or not, augment or not, equipment or not. Still nothing.
EDIT : The boon "Simple Support" duely refers to "Companion Influence" but also doesn't have any effect.
Thanks for all the answers so far!
empty character with just companion stats. the stats are higher than intended.
Here are the companon stats.
for example in this screenshot i should get 13650( 20199 with augment) ca but i get 30k.
2nd example non augment companion without gear only 3 bonding.
if 3 bonding give 210% then the math is wrong here 2050 +210% =4305 not 7203
even if companion influence is 12% hidden stat then 2050+12%=2296+210%=4821 not 7203.
if i am wrong correct me.
Summoning an augment gives your character extra HP. The amount you get doesn't seem to linked to your companion's health stat but varies depending on its level.
Bonding runestones increase the companion's health stat.
Bonding runestones apply roughly 30 seconds after the companion is summoned. This makes testing companion stats a real pain.
The tooltips of bondings have changed with the latest patch but not their effect, so the tooltips are wrong. Rank 10 gives 45% not 47%, rank 15 gives 70% not 73%.
Companions seem to have a hidden +2105 in one or two stats. The stat varies from one companion to another. Deepcrow gets 2k defense for example, red dragon ioun stone gets 2k power and Accuracy, goldfish gets 2k CA, star of simril gets 2k armor pen and accuracy.
The stat "Companion Influence strength" which appears on dark enchantments and insignias of dominance doesn't seem to have any effect, and neither does the boon "Simple Support", probably because they refer to the wrong stat. "Companion Influence" from Charisma, however, definitely has an effect. I don't understand what it does but it only works with non-augment companions.
Bondings have a much bigger effect on non-augment companions but I've given up trying to understand how it works. Because of this they give significantly more stats than an augment with the same gear and same level.
I'll leave you to sort this mess. Good luck.
Currently have 5 epic Mystical companions with a total bolster bonus of 13% and in Fighter companions, I have 1 legendary and 4 epic companions, also equaling 13% bolster.
It was stated that the total bolster bonus was reduced, but is it possible to provide information in game on what the max bolster % is, and how much each rarity of a companion will add to it?
There are 3 bonding slots, unfortunately, 1 of my toons only has 1 Bonding runestone... The other bonding Runestones became equipement enhancements. I hope you will ensure that everyone who has existing companions at least get 3 bonding runestones of an equivalent level to what they had before.
Also: I chose my companions (and PAID for them - that Zen ain't free!) for their bonuses. Example: that adorable little Quasit gave a Regeneration boost to my squishy Rogue. Now, it's nowhere near as interesting.
This one may belong elsewhere, but I picked up the jaguar for the Recovery (for my Cleric) - well that is now Accuracy.
REALLY?
Hope these will be adjusted or exchanged for more character appropriate
Bonuses by rarity:
Legendary -- 3%
Epic -- 2.5%
Rare -- 2%
Uncommon -- 1.5%
Common -- 1%
Rounding and/or the inability to display anything other than a whole number is causing what you are seeing.
It is also inconsistent. In my screenshot above, the Creatures Bolster Bonus rounds up from 3.5% to 4% and the Beasts Bolster Bonus rounds down from 6.5% to 6%.
If you select a companion you will also see that companions bolster contribution listed in the details panel (highlighted in the image below)
As you can see, that also suffers from the rounding/display issue.
The bolster contributed per companion is limited to 5 companions per category as follows:
Legendary: 3%
Purple: 2.5%
Blue: 2%
Green: 1.5%
White: 1%
I can't tell you exactly in what way Bolster boosts your active companions stats/abilities.
From what I can see, the level of the companion only affects it's own stats, which is meaningless, unless its your active companion. Personally, I'd like to see each of the Bolster rates reduced .5% unless the companion has reached maximum level at it's present tier. This would motivate players to bring many companions into the field and train them up.
- for augments :
[base stat * (1 + new bolster) + equipment] * (1 + sum of bonding multipliers)
- non-augments :
(base stat + equipment) * (real charisma multiplier + old bolster * number of bondings + sum of bonding multipliers)
new bolster is 15% max
old bolster is 35% max
real charisma multiplier is charisma / 300
bonding tooltips are wrong atm, rank 15 gives 70%, not 73%
The system uses both the new and old bolster formulae.
Bolster has a much smaller effect on augments.
The tooltip for charisma and the value for companion influence shown on the character sheet are wrong, it's charisma / 300 not charisma / 200.
Charisma has no effect on augments.
Other forms of companion influence (enchantments, insignae, boons) have no effect.
Don't forget the hidden 2k boost in one or two stats which doesn't appear on the companion stats sheet.
With enough bolster, non-augments give a lot more stats than augments.
In my opinion, this is far too complicated. I'd rather have bolster and companion influence multiply all stats (base + equipment + hidden 2k) and have the result displayed on the companion sheet.
I'm not sure that I like the idea of utility enchantment slots giving combat stats. Sure it will make my character stronger but it's not utility anymore is it?
edit: removed link: only worked for max bolster.