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?
Casual Gamers
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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.
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.
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.
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 ?
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..:)
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 ?
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.
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
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
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
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.
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.
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.
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc 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.
Comments
They stack
stats +equip
Whats the difference when upgraded to normal / greater / perfect?
More % gained.. or more chance to proc?
If so, it might be better than stone if the companion can survive.
Join us brothers and sisters and distant relations and confused onlookers.
Join us in the shadows where we stand mostly vigilant... although slightly distracted by our inventories.
"In war, unqualified. In peace, disorganised. In death, mild irritation."
JOIN US.
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.
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 ?
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 ?
And HP does not transfer via the bonding bonus.
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
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.
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.
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.
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.