A bit of history here. They didn't break this up, they intentionally released it that way so that it only procs a Percent of Weapon Damage. This "Weapon Damage" then became the overall GearScore, and later Item Level. They intentionally removed all options for multiproc which was devastating to CW and SW. The multiproc DoT is something that was taking a massive hit around MOD 10-12 since AoE damage would trigger most of things we had at the time. I think we used Chultan tiger and Erinyes as companions due to Bonding runestones. When all multiprocs were put to a halt, and Crit was hard to come by, we used Owlbear cub and focused on CA bonus the most. Then that got destroyed, too. Multiprocs were amazing around MODs 3-5, builds were mainly skill-based. There wasn't a lot of variety, and you could still make interesting parties based on the dungeon content which called for having multiple toons. I don't think that they have enough people to keep a close eye on the way it all balances out. For them to enable this for each class, they would have to edit out each power. It's massive work & testing, so I doubt that they would pursue this.
Aragon, thanks for continuing to put out timely and helpful information. :) I hope you don't mind the request, but what are your thoughts on the Vallenhas Knight's Discipline that supposedly gives +22.5% vs. Avernus devils at mythic? I've equipped this when running descent into Avernus, specifically Bel fights, but lately I wonder if it even makes a difference. I've tried running ACT during Bel fights, but the tracker acts like I never went into combat. It shows nothing for damage. Using it in Avernus with or without the bonus doesn't appear to make a visible difference. I can't seem to get my copy of ACT to work properly, though, so it might be me. I really have three questions: 1) does the equip bonus work at all? If it works, then, 2) does it just do a separate unmodified proc like the ones in your video? 3) Does it work in the other Avernus (Path of the Fallen) campaign areas? My apologies for the multiple inquiries. Thanks again for everything you do!
Instead of making them scale, maybe they just need to get rid of the % chance to proc, that would make the damage 10x as high which would be closer to the 11% you say. It would also make it so that they're better when your character isn't maxed out on stats... I dunno, could be interesting.
@@Aragon- Yeah, that makes sense. It's probably just a MUCH lower lift on the dev side to get rid of the % chance to proc rather than making them scale with stats.
Very interesting video. I hope they look at this and perhaps change to give us more options. What about the bonuses that give a little more than 7.5% stats but need procs? I think it was the wild hunter that was procing multiple times from the same encounter right?giving 11.5 CA...does it still do? Do we have more bonus like that?
wild hunt rider is the only good option of those and only for Rogue where each hit of path of blades counts as an encounter. Otherwise Igneous Skin from the minotaur is good for just AoE fights, where you drop in and out of combat a lot
Some of these comp bonuses on certain classes would be broken if they did as intended. Death slaad on rogue would be like another band of air but better. Not every class coyld make use of them but some could and i feel like a buff to these would shift the meta again.
My main DS is a rogue, I just rock the Abyssal Chicken. It's not best but does the job, especially AOE dmg. I have no idea what the actual best would be for a rogue.
Not game developer or mathematician. But i believe the best way to fix those "hit change %" (hc) skills, is by increase the % through every hit or by through passing combat time, and after it hits it resets to starting point. Wont make them the bis but better of how it currently is.
might help, but keep in mind they are dealing this low damage on a class that has the best possible chance to trigger the bonuses. For any other class they are far far worse.
Great video, they need to fix everything that doesn't do what it says its going to do. A course in advanced physics would be more relaxing than trying to figure out this game sometimes, thanks for your work so we don't have to Aragon!
What would u suggest getting on my dreadnaught instead of at-will ring? At the moment im using it together with 7% crit one, because i cant get that 2,5% dmg rings set
there are a lot of rings, i would need names and what you have access to. If you are just running the dragon hunt rings, then the 7% crit strike and 3% damage clarity ring is best for Fighter dps
so around 7:35 you generally say that the bonuses to at-wills and encounters arent any good, so does this mean only the comp bonuses or in general? im using the encounter ring on my wizard and the at-will ring on my barbarian from MDP.. should i only be using MTOS rings then for % stats?
in general, they are bad. If you only deal 40% of your damage with At-Wills and use a bonus with +8% to At-Wills, that is only a 40% x 8% = 3.2% overall gain. And only Barbarians can get up to 40% damage on at-wills, most other class have less than 20% if you are playing properly. It depends what stats you miss. 7.5% Accuracy will give just about 3% damage when at 70%. Other stats will give up to 4% or higher. Keep in mind the ring bonus of +2.5% damage with the dwp ones
@@Aragon- i hit 90pwr-83.5acc-90ca-88.3cs-90csev, i figured the rings may help on the barbie cause i’ve heard our at wills in single target could be up to 48% of our damage but i’m on console and have no tools to test it
Watched northside using some companion bonuses like these for an aoe type build and It seemed pretty good and tried on my warlock and was melting faster
In Neverwinter, yeah. In other MMO/RPG - 11% tends to be low. Most End-game builds in MMO/RPGs that I've played over the year provide a variety with Attack Speed and Damage boots through one or another means. Usually ranging from 25% - 250%. Most aRPGs tend to offer a myriad of choices, too. Take Grim Dawn for an example, the game heavily utilizes Procs and Multiprocs. You may end up building a character that completely fits your desired gameplay, and still do particularly well in end-game content.
I mean you literally bro Xd ahahah genius, this feels like spoon feeding now let's see if they eat or not. I mean this is it, this would make the game.
Forgot to add, ever since the combat changes, any other companion bonus is worthless, if you need to cap your stats %. Unless you are able to cap your stats % to 90.
they dont know how their own game works
A bit of history here. They didn't break this up, they intentionally released it that way so that it only procs a Percent of Weapon Damage. This "Weapon Damage" then became the overall GearScore, and later Item Level. They intentionally removed all options for multiproc which was devastating to CW and SW. The multiproc DoT is something that was taking a massive hit around MOD 10-12 since AoE damage would trigger most of things we had at the time. I think we used Chultan tiger and Erinyes as companions due to Bonding runestones. When all multiprocs were put to a halt, and Crit was hard to come by, we used Owlbear cub and focused on CA bonus the most. Then that got destroyed, too.
Multiprocs were amazing around MODs 3-5, builds were mainly skill-based. There wasn't a lot of variety, and you could still make interesting parties based on the dungeon content which called for having multiple toons. I don't think that they have enough people to keep a close eye on the way it all balances out.
For them to enable this for each class, they would have to edit out each power. It's massive work & testing, so I doubt that they would pursue this.
thanks for the history on this :D
Yeah it would be a bit of a balancing nightmare fixing them xD
On the topic of Companions in general, they really need to fix the Black Death Scorpion and it's whole spawning and de-spawning during FBI's 2nd boss.
thanks for testing, looking forward to the list with useful companion bonuses.
Aragon, thanks for continuing to put out timely and helpful information. :) I hope you don't mind the request, but what are your thoughts on the Vallenhas Knight's Discipline that supposedly gives +22.5% vs. Avernus devils at mythic? I've equipped this when running descent into Avernus, specifically Bel fights, but lately I wonder if it even makes a difference. I've tried running ACT during Bel fights, but the tracker acts like I never went into combat. It shows nothing for damage. Using it in Avernus with or without the bonus doesn't appear to make a visible difference. I can't seem to get my copy of ACT to work properly, though, so it might be me. I really have three questions: 1) does the equip bonus work at all? If it works, then, 2) does it just do a separate unmodified proc like the ones in your video? 3) Does it work in the other Avernus (Path of the Fallen) campaign areas?
My apologies for the multiple inquiries.
Thanks again for everything you do!
Heya, I need to test this one. It is a unique power, and was very hard to obtain before. I did however recently obtain it. I will check for you
@@Aragon-Thank you so much! Looking forward to whatever you find. :D
Instead of making them scale, maybe they just need to get rid of the % chance to proc, that would make the damage 10x as high which would be closer to the 11% you say. It would also make it so that they're better when your character isn't maxed out on stats... I dunno, could be interesting.
10x would be about what they get when they scale with stats
@@Aragon- Yeah, that makes sense. It's probably just a MUCH lower lift on the dev side to get rid of the % chance to proc rather than making them scale with stats.
Very interesting video. I hope they look at this and perhaps change to give us more options.
What about the bonuses that give a little more than 7.5% stats but need procs? I think it was the wild hunter that was procing multiple times from the same encounter right?giving 11.5 CA...does it still do? Do we have more bonus like that?
wild hunt rider is the only good option of those and only for Rogue where each hit of path of blades counts as an encounter.
Otherwise Igneous Skin from the minotaur is good for just AoE fights, where you drop in and out of combat a lot
Some of these comp bonuses on certain classes would be broken if they did as intended. Death slaad on rogue would be like another band of air but better. Not every class coyld make use of them but some could and i feel like a buff to these would shift the meta again.
My main DS is a rogue, I just rock the Abyssal Chicken. It's not best but does the job, especially AOE dmg. I have no idea what the actual best would be for a rogue.
Not game developer or mathematician. But i believe the best way to fix those "hit change %" (hc) skills, is by increase the % through every hit or by through passing combat time, and after it hits it resets to starting point. Wont make them the bis but better of how it currently is.
might help, but keep in mind they are dealing this low damage on a class that has the best possible chance to trigger the bonuses. For any other class they are far far worse.
Yea, I always wondered why elminsters chain lightening was so garbage after testing its dmg a while ago
Great video, they need to fix everything that doesn't do what it says its going to do. A course in advanced physics would be more relaxing than trying to figure out this game sometimes, thanks for your work so we don't have to Aragon!
Excellent work! Thanks for testing
This answered one of my nagging questions about Elminster's lightning. Thank you sir
The Death Slaad was once powerful. But this happened many years ago, one might say in a past life.
indeed
Great video. What about the jagged dancing blade. Is it broken as well?
Broken, doesn't work at all sadly.
What would u suggest getting on my dreadnaught instead of at-will ring? At the moment im using it together with 7% crit one, because i cant get that 2,5% dmg rings set
there are a lot of rings, i would need names and what you have access to. If you are just running the dragon hunt rings, then the 7% crit strike and 3% damage clarity ring is best for Fighter dps
This was very helpful to me indeed.
so around 7:35 you generally say that the bonuses to at-wills and encounters arent any good, so does this mean only the comp bonuses or in general? im using the encounter ring on my wizard and the at-will ring on my barbarian from MDP.. should i only be using MTOS rings then for % stats?
in general, they are bad. If you only deal 40% of your damage with At-Wills and use a bonus with +8% to At-Wills, that is only a 40% x 8% = 3.2% overall gain. And only Barbarians can get up to 40% damage on at-wills, most other class have less than 20% if you are playing properly.
It depends what stats you miss. 7.5% Accuracy will give just about 3% damage when at 70%. Other stats will give up to 4% or higher.
Keep in mind the ring bonus of +2.5% damage with the dwp ones
@@Aragon- is BOA better than running 2 rings from MDWP?
on Rogue, yes
on other classes, nope
@@Aragon- i hit 90pwr-83.5acc-90ca-88.3cs-90csev, i figured the rings may help on the barbie cause i’ve heard our at wills in single target could be up to 48% of our damage but i’m on console and have no tools to test it
yes, on Barbarian it can be worth it, if there are no other bonuses that can give 4% or more damage.
If I can't have Neverwinter's Knight, which one could be a good alternative?
stats. Whatever offense stats you miss. Prioritize Power > Combat Adv > Crit Sev > Crit Strike > Accuracy
Thanks for the answer ;D@@Aragon-
Ohhhh okay i had this question since long ago ty brah.
They work fine for my solo player builds
What about the BD wrist pieces that do magnitude damage once every 20 seconds? Do they suffer from the same problem?
they do not, they actually work properly. The problem is the cooldown, so only good if you don't have any better options
Ty 😊
the neverwinter knight the neverwinter knight the neverwinter knight, chasing me everywhere, come on cryptic just another one! please ?
Thank you for your information video
You might wanna double check that Netherese, as far as i'm aware it depends on your class.
It should not work differently per class. It will still be an additional hit, which nowhere near equates to 7.5% as it claims
1st one :D
Did u noticed u tested this with 2 diff weapons sets?
Cheers :D
Watched northside using some companion bonuses like these for an aoe type build and It seemed pretty good and tried on my warlock and was melting faster
"seemed" but not actually. You are better just making your hits hit harder, than adding these very very small bonuses.
Good video
cheers :)
11% of your total damage would be a bit ridiculous though...
11% on my test. It would deal then 4.4% on a full rotation in party content
In Neverwinter, yeah. In other MMO/RPG - 11% tends to be low. Most End-game builds in MMO/RPGs that I've played over the year provide a variety with Attack Speed and Damage boots through one or another means. Usually ranging from 25% - 250%. Most aRPGs tend to offer a myriad of choices, too. Take Grim Dawn for an example, the game heavily utilizes Procs and Multiprocs. You may end up building a character that completely fits your desired gameplay, and still do particularly well in end-game content.
So....drizzt is better than them?? I got him in that free box
yup yup
as long as you are not at 90% of crit and crit strike, the stats he gives is better than any of these
Ctrl+c Ctrl+v so obvious they all ll be the same....
What about Siege Master for a Barbarian?
Only if you do not have the Neverwinter knight and have all your other stats at max
I mean you literally bro Xd ahahah genius, this feels like spoon feeding now let's see if they eat or not. I mean this is it, this would make the game.
Title of the video... easy answer at 01:57 lol
Forgot to add, ever since the combat changes, any other companion bonus is worthless, if you need to cap your stats %. Unless you are able to cap your stats % to 90.
yup yup
Brilliant advice sir........ Again