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Lesser Bonding Runestone (functioning question)

almondumalmondum Member Posts: 313 Arc User
edited May 2015 in PvE Discussion
Hello everyone,

I saw this new Runestone at ZEN store and I really would like to know how it works.

Lesser Boding Runestone: When your companion uses a power, it has a chance to grant you Companion's Gift. Companion's Gift grants you 20% of stats of your companion for 20 seconds.

My doubts are in the following things:

- What is the internal cooldown of this runestone?
- Do the effects of 2 or more runestones stack?
- The granted stats are the Companion's base stats, or the total stats including the equipment?


Thank you very much,
Have fun,

Almondum.
Post edited by almondum on

Comments

  • loboguildloboguild Member Posts: 2,371 Arc User
    edited May 2014
    No cooldown
    They stack
    stats +equip
  • godhricgodhric Member, Neverwinter Beta Users Posts: 437 Bounty Hunter
    edited May 2014
    A little question concerning the runestone..
    Whats the difference when upgraded to normal / greater / perfect?
    More % gained.. or more chance to proc?
  • loboguildloboguild Member Posts: 2,371 Arc User
    edited May 2014
    Both, Perfect is 65%/65% I think.
  • midnightfang93midnightfang93 Member Posts: 0 Arc User
    edited May 2014
    loboguild wrote: »
    Both, Perfect is 65%/65% I think.

    If so, it might be better than stone if the companion can survive.
  • telprydaintelprydain Member Posts: 545 Arc User
    edited May 2015
    I'd like to know this too.
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  • ph33rm3ph33rm3 Member Posts: 549 Arc User
    edited May 2015
    almondum wrote: »
    Hello everyone,

    I saw this new Runestone at ZEN store and I really would like to know how it works.

    Lesser Boding Runestone: When your companion uses a power, it has a chance to grant you Companion's Gift. Companion's Gift grants you 20% of stats of your companion for 20 seconds.

    My doubts are in the following things:

    - What is the internal cooldown of this runestone?
    - Do the effects of 2 or more runestones stack?
    - The granted stats are the Companion's base stats, or the total stats including the equipment?


    Thank you very much,
    Have fun,

    Almondum.

    Cooldown Unknown.
    Yes. Multiple Stones Stack. (My 3 perfect bonding give me 195% (65% each(The max)) of my pets stats when they all process together (In fact I've had 4 stacks (260%) many times and have heard of it sometimes going to 5 stacks (325%))
    The stats boost is for the TOTAL stats on your companion. Gear and enchantments combined.

    I would recommend the blink dog. He teleports behind the enemy to attack (Instant combat advantage) I have mine at legendary and don't regret it. I do dungeons with him when the mood hits.
  • dominiq666dominiq666 Member Posts: 35 Arc User
    edited May 2015
    ph33rm3 wrote: »
    Cooldown Unknown.
    Yes. Multiple Stones Stack. (My 3 perfect bonding give me 195% (65% each(The max)) of my pets stats when they all process together (In fact I've had 4 stacks (260%) many times and have heard of it sometimes going to 5 stacks (325%))
    The stats boost is for the TOTAL stats on your companion. Gear and enchantments combined.

    I would recommend the blink dog. He teleports behind the enemy to attack (Instant combat advantage) I have mine at legendary and don't regret it. I do dungeons with him when the mood hits.

    The bolded and underlined part is actually false, HP is not transferred, neither the base hp nor the bonus HP present on the companion's equipped items. I think it's the same for movement speed. This bug is the same as the Eldricht rune bug.
  • mconosrepmconosrep Member Posts: 0 Arc User
    edited May 2015
    dominiq666 wrote: »
    The bolded and underlined part is actually false, HP is not transferred, neither the base hp nor the bonus HP present on the companion's equipped items. I think it's the same for movement speed. This bug is the same as the Eldricht rune bug.

    Are you absolutely sure about HP?

    Because I think I did some testing before and HP (can't remember whether base or from enchants/runestones) from my Augment carried over to my toon.
  • dominiq666dominiq666 Member Posts: 35 Arc User
    edited May 2015
    mconosrep wrote: »
    Are you absolutely sure about HP?

    Because I think I did some testing before and HP (can't remember whether base or from enchants/runestones) from my Augment carried over to my toon.

    Yes, I had 4 or so stacks , was getting all the crit , armor pen , def and power , but not the HP , gonna test the movement speed again today. Also, I don't know about crit severity, if there are items that somehow give this stat , would the bonding runestone share it ?
  • kriseinkrisein Member Posts: 84 Arc User
    edited May 2015
    mconosrep wrote: »
    Are you absolutely sure about HP?

    Because I think I did some testing before and HP (can't remember whether base or from enchants/runestones) from my Augment carried over to my toon.

    HP is carried over. i have legendary augment and all stats are transfered including HP. i like the latest patch, the problem with legendary comps are already fixed..:)
    It's more fun in the Philippines >:)
  • dominiq666dominiq666 Member Posts: 35 Arc User
    edited May 2015
    krisein wrote: »
    HP is carried over. i have legendary augment and all stats are transfered including HP. i like the latest patch, the problem with legendary comps are already fixed..:)

    Would you post a screenshot of that ? As I have stated earlier, I tested this extensively and, without a doubt, there was not HP being transferred. Maybe you're confusing two different and unrelated effects ?
  • smulchsmulch Member, NW M9 Playtest Posts: 625 Arc User
    edited May 2015
    There is a 30 seconds internal cooldown on the stones if I remember right.
  • ph33rm3ph33rm3 Member Posts: 549 Arc User
    edited May 2015
    HP doesn't transfer on purpose. Could you imagine. 3 stacks, then 1 stack then 2 stacks. Your HP would be 100k then 80k then 90k. What happens if you are injured?? It just wouldn't work for HP because the Companion's Gift stacks are constantly changing. You DO get 15% of the pets BASE HP if you upgrade to legendary (It's a static amount and doesn't change with stacks), but the HP on Items and enchants DOES NOT transfer.
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited May 2015
    The cool down is indeed 30 seconds.

    And HP does not transfer via the bonding bonus.
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  • umscheumsche Member, NW M9 Playtest Posts: 461 Arc User
    edited May 2015
    How can we get more than 3 stacks if cool down is 30s?

    I once saw a 4th stack on my bonding buffs.
  • schietindebuxschietindebux Member Posts: 4,292 Arc User
    edited May 2015
    How can we get more than 3 stacks if cool down is 30s?
    I once saw a 4th stack on my bonding buffs.

    do you really think:
    1. that a 65% buff from compagnion is intended to stack 5 times pushing your stats for 28600 if u use perfekt bonding 3 times + 6 R10 in your compagnion gear slots, in case you take these OP from gateway lev 6 dungeons?
    or do you think:
    2. it is bugged as nearly every second feat or boon in this game, and normally this buff only should pop up once with a 30 sec CD in case you have a Compagnion on top with a passive boost to your abilities

    I stick with answer 2 for sure :)
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited May 2015
    umsche wrote: »
    How can we get more than 3 stacks if cool down is 30s?

    I once saw a 4th stack on my bonding buffs.

    My guess? I think if the companion dies and then gets resurrected, it resets the CD on the Bonding Runestones, with creates a potential window to get more stacks.

    Just a guess based on nothing but casual observation.
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  • smulchsmulch Member, NW M9 Playtest Posts: 625 Arc User
    edited May 2015
    Even though it can gives more stats than an augment, I still think it's inferior for a key reason. You don't control how many and when the procs occur.

    The best items on a companion is the "loyal X of the avenger" for any dps. It has the best total amount of stats and desirable ones at that. The problem with a non augment is that for many classes, with the recent overhaul of stat scaling, it's possible to hit the ceiling on more than one stat.

    Let's start with arp. How much arp do you aim for before considering the bonding procs? If you go for arp stat without counting the arp on the companion, then it becomes an entirely wasted stat for the companion gear. If you gear to reach the cap with 1 stat of bonding, then you are undercap when there's none active and overcap when there's more than two and so on. The same is true of crit for certain classes. So no matter what you do, you end up with either a moment where you deal much less dps due to not being arp capped or you waste a lot of stats when there's a surplus of procs compared to what you set your goal on. Then you factor stuff like delays between procs ( a 30s cooldown will usually mean 31/32 seconds due to getting the item to proc while it's possible, possibly more) and companion's death and the effectiveness of bonding stones diminish even more (a 30s perfect rotation has a 130% overall ratio of stats given, 32s drops to 121,875% and 35s drop to 111,4%).

    All in all, I don't believe companions that aren't augments are the best option.
  • dominiq666dominiq666 Member Posts: 35 Arc User
    edited May 2015
    smulch wrote: »
    Even though it can gives more stats than an augment, I still think it's inferior for a key reason. You don't control how many and when the procs occur.

    The best items on a companion is the "loyal X of the avenger" for any dps. It has the best total amount of stats and desirable ones at that. The problem with a non augment is that for many classes, with the recent overhaul of stat scaling, it's possible to hit the ceiling on more than one stat.

    Let's start with arp. How much arp do you aim for before considering the bonding procs? If you go for arp stat without counting the arp on the companion, then it becomes an entirely wasted stat for the companion gear. If you gear to reach the cap with 1 stat of bonding, then you are undercap when there's none active and overcap when there's more than two and so on. The same is true of crit for certain classes. So no matter what you do, you end up with either a moment where you deal much less dps due to not being arp capped or you waste a lot of stats when there's a surplus of procs compared to what you set your goal on. Then you factor stuff like delays between procs ( a 30s cooldown will usually mean 31/32 seconds due to getting the item to proc while it's possible, possibly more) and companion's death and the effectiveness of bonding stones diminish even more (a 30s perfect rotation has a 130% overall ratio of stats given, 32s drops to 121,875% and 35s drop to 111,4%).

    All in all, I don't believe companions that aren't augments are the best option.

    You are correct, I gave this issue a bit of thought and my solution was to have 0 arpen on the companion , because it's fairly easy to hit the cap with any class , and the only point where the main would need MORE arpen is in pvp , where the companion is not summoned , so the only reason to keep arpen on the companion would be for him to hit harder , which can be achieved with other stats as well , thus it's not that bad if he has 0.

    There's crit , but then crit has severe diminishing returns as you get closer to 100%.

    There's power , but the companion get's power anyway from the runes if they're on offensive slots. And, like crit, it suffers from the same issue of diminishing returns, but it's not as severe. SO power would be a decent stat for a companion.

    Then there's Def , which allows the companion to not die and in turn it allows the companion to attack for longer portions of a fight, generating stacks more often / more reliably.

    There's Recovery, which SHOULD increase the rate at which the companion uses its skills, thus increasing the rate at which gifts are stacked, but it does not seem to work (possible bug) , the companions skills don't activate faster.

    And lastly there's regen, which gives better heals during the fight, for both the main and the companion, and when the fight ends the companion and the main passive heal quickly to full hp, before the stacks run out. It made sense to have some regen on the companion and 0 on the main, thus I don't have the generally useless stat of regen unless the fight is at middle or end.
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited May 2015
    Well, let me add that you can't discount the active abilities of the companions, as well.

    To of my favorites right now, as examples:

    At level 40, the Priestess of Sehanie Moonbow cast a PBAOE buff of +20% crit strike, and reduces the chances of a mob to crit by 40%. That's pretty powerful, especially if you have a group that's coordinated enough to stick close together.

    And as a healer companion, the Acolyte of Kelemvor gives you essentially a 10-15% chance to lifesteal and a 10% damage reduction buff, making it a pretty powerful healing companion for a DPS class, or when you're soloing HE events.

    So it's not just about the stats here.
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  • alisi1alisi1 Member Posts: 366 Arc User
    edited May 2015
    I thought mod 6 did away with caps? Am I mistaken?
  • smulchsmulch Member, NW M9 Playtest Posts: 625 Arc User
    edited May 2015
    alisi1 wrote: »
    I thought mod 6 did away with caps? Am I mistaken?

    You can't crit more often than 100% of the time and you can't remove more than all of the armor of an enemy.
  • alisi1alisi1 Member Posts: 366 Arc User
    edited May 2015
    Lol good point.
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