FacuNeko Posted 7 hours ago Share Posted 7 hours ago hace 7 horas, [DE]Momaw dijo: Cull the Weak (Beast Companions): +60% melee damage per Status type affecting the target, and +240% damage for non-critical hits. Purchased with Conservation tags from the Earth Conservation vendor. omg Link to comment Share on other sites More sharing options...
Toritte Posted 7 hours ago Share Posted 7 hours ago 7 hours ago, [DE]Momaw said: Vulklok: Previously: Slow, high damage, high accuracy sniper rifle (Damage 85, Status 25%, Fire Rate 0.15, Magazine 10/Reload 2, Critical 35%/2.5x) Now: Increased damage and gained Punchthrough (Damage 175, Status 25%, Fire Rate 0.15, Magazine 10/Reload 2,Critical 35%/2.5x, Punchthrough 1.5M) Sad that firerate remained unchanged.. but glad to see other weapons buffed to viable stats! Link to comment Share on other sites More sharing options...
Goldy Posted 7 hours ago Share Posted 7 hours ago 7 hours ago, [DE]Momaw said: Charm (SMEETA Kavat): The resource and credit pickup multiplier has been removed from Charm and promoted to being its own separate precept Mod (Loyal Retriever,) equippable on all Beasts. Charm's chance to provide a buff on activation has been increased to 40%. The available buffs are: 25% chance of Reinforced Shield 25% chance of Instant Reload (re-rolled if your current weapon doesn't need to reload) 10% chance of Bonus Critical Chance buff 10% chance of Free Ability Casts 10% chance of Bonus Affinity. (Affinity bonus has been increased to 3x) Loyal Retriever (Beast companions): Provides a passive 13% chance that each resource or credit pickup will be doubled. This effect is always active: there is no cooldown, no duration, no waiting for it to be ready. If you already own a Smeeta then you will receive Loyal Retriever for free automatically. In the future, this will be purchased with Conservation tags from the Earth Conservation vendor. We chose 13% as being the statistical average of what amount of time Charm's resource bonus would be active. Can we get some clarification on the following: Will Smeeta have an increased chance of proccing Loyal Retriever, or is it 13% like with all other beast companions? Link to comment Share on other sites More sharing options...
PublikDomain Posted 7 hours ago Share Posted 7 hours ago Any fixes for Venari? Can't equip Ephemera like other pets She could at one point but you broke this years ago Can't equip Kavat skins like other Kavats Khora Deluxe Kavat skin is missing spikes when equipped on other Kavats 2 Link to comment Share on other sites More sharing options...
mrkwabo Posted 7 hours ago Share Posted 7 hours ago Am i missing something or do the new smeeta buffs only add up to 80%? Looks like 2 buffs are missing or the percentages might be off 1 Link to comment Share on other sites More sharing options...
Bubbachew8 Posted 6 hours ago Share Posted 6 hours ago (edited) Will each pet weapon have mastery, gonna suck to get the ones I didn't keep again Never mind I did not see it the first time, and I don't know how to delete this Edited 6 hours ago by Bubbachew8 Link to comment Share on other sites More sharing options...
Starz Posted 6 hours ago Share Posted 6 hours ago 7 hours ago, [DE]Momaw said: MORE loot is so important that no alternatives can compete. It's so important you decided it was only worth giving it to beast, this just creates the same problem but instead of "use smeeta" it becomes "use a beast". This is the same problem before we got fetch. You want vacuum? got to run a sentinel. Want to run a Beast? well get screwed. 8 Link to comment Share on other sites More sharing options...
Hjallu Posted 6 hours ago Share Posted 6 hours ago 7 hours ago, [DE]Momaw said: Loyal Retriever (Beast companions): Provides a passive 13% chance that each resource or credit pickup will be doubled. This effect is always active: there is no cooldown, no duration, no waiting for it to be ready. I would like to know if this still applies to Void Traces or is it only resources that can be picked up from the ground. If it's the latter I see no reason for me to use anything else than Helios from now on. 1 Link to comment Share on other sites More sharing options...
LordMattDragon Posted 6 hours ago Share Posted 6 hours ago 7 hours ago, [DE]Momaw said: Previously ALL types of Kubrows: Damage 304, Status 5%, Critical 10%/3x. Chesa Kubrow: Damage 275, Status 15%, Critical 15%/1.5x Huras Kubrow: Damage 350, Status 5%, Critical 20%/3.5x Raksa Kubrow: Damage 250, Status 20%, Critical 7.5%/2.5x Sahasa Kubrow: Damage 300, Status 5%, Critical 10%/3x Sunika Kubrow: Damage 550, Status 7.5%, Critical 7.5%/3.5x It feels like the Sahasa Kubrow is not really getting a fair treatment weapon wise: Huras is just the everything it does but way better double the critical chance, more critical damage and more base damage, while they both share the same status chance Sunika has almost double the base damage of it more status chance and critical damage with only a tiny bit less critical chance Raksa has a so much status chance and it's only barely missing out some less critical chance and damage and not that much less base damage Chesa has a very good split with a good amount of status chance and critical chance for the trade of barely less damage and half the critical damage I feel all four of those Kubrows have very clear designs stats wise, Huras is critical based, Sunika is raw damage, Raksa is status based and Chesa is a critical and status mix, while The Sahasa actually has less base status then all the previous weapons... It sits in the middle for base damage, it's tied for the worse status chance, it's in the middle for critical chance and critical damage. I honestly think just increasing its status chance to be in the middle of the group would make it seem like the actual all rounder of the 5 rather then the actual just worse version of Huras. 4 Link to comment Share on other sites More sharing options...
MrDugan Posted 6 hours ago Share Posted 6 hours ago Some of these changes are big. But the majority of the changes I see to Precepts and Sentinel weapons are so lack luster that I feel like they're wasted work. Not enough was done to most of these to actually convince people to use them. 2 Link to comment Share on other sites More sharing options...
(PSN)Vorenoxx Posted 6 hours ago Share Posted 6 hours ago Can we get at least a toggleable option to see companion damage numbers? Would love to see more feedback from actual numbers so i know im doing something correctly when modding my companions, moreso with these upcoming changes! 7 Link to comment Share on other sites More sharing options...
Psky25 Posted 6 hours ago Share Posted 6 hours ago Vasca Kavat precept mods still found dead in a ditch. At least let draining bite give the vampire kitty a damage buff or damage reduction buff after draining health... 4 Link to comment Share on other sites More sharing options...
MyNameisNobody Posted 6 hours ago Share Posted 6 hours ago Quote Beast weapons will gain affinity and rank up, but they will not contribute toward your overall Mastery. Why though? Hound and Moa weapons grant Mastery, don't they? Link to comment Share on other sites More sharing options...
IceDragonSlayr Posted 6 hours ago Share Posted 6 hours ago 8 minutes ago, (PSN)Vorenoxx said: Can we get at least a toggleable option to see companion damage numbers? Would love to see more feedback from actual numbers so i know im doing something correctly when modding my companions, moreso with these upcoming changes! Absolutely this! Been wanting to see my pets wreck havoc with numbered feedback ever since Moas came into the picture! 2 Link to comment Share on other sites More sharing options...
DeltaPangaea Posted 6 hours ago Share Posted 6 hours ago Could we get Spare Parts extended to MOAs as well as Hounds? Since with these changes every other type of companion gets some kind of resource boosting effect. Also how many of y'all didn't know that Spare Parts got changed a while back to 'tag an enemy and make it have +200% drop chance', I wonder. 2 Link to comment Share on other sites More sharing options...
Halo Posted 6 hours ago Share Posted 6 hours ago (edited) Alright wait a second here. Please tell me I'm wrong in this assumption based on what is presented here. (Can't imagine getting upset over colors for emphasis :p ) Every single companion got base stat buffs EXCEPT THE HELMINTH CHARGER. All it got was an overall damage DECREASE and a specification in regard to its Toxic damage. The original damage as read from the stat screen is: 10% CC / 3x CD / 5% SC / 349.6 (not 350 as quoted above) Damage spread: 45.6 Toxin | 304 Slash The new "proposed damage upgrade" is the loss of 304 slash to 200, and that toxin being raised from 45.6 to a measly 50. Does that "Non-combining" toxic damage mean, and THIS IS A HEAVY ASSUMPTION, that it won't fuse with just having Frost Jaw on it to achieve Viral? Because if so that's pretty upsetting. Same goes for it having corrosive or gas. This is an overall oversight, and if this is how it will function, then I solely believe you want the Helminth Chargers to be dead on arrival. Sure, possible elemental modding from what you've proposed, for example: Corrosive, Heat, and Toxin all at once. However, knowing how a lot of things roll, you would never allow that. This almost seems like a nerf in its own damage. Not to mention it is not even receiving any stat changes (CC/CD/SC) compared to LITERALLY EVERYTHING ELSE YOU LISTED ABOVE... The only thing that got changed was how Trample works, which is nice and all, but come on... Now this is extremely upsetting, and I genuinely hope you just accidentally left out the Stat Changes (CC/CD/SC) for the Chargers. If not, I solely believe the Helminth Charger deserves a little bit of love. Something. Anything. If there is any clarification or distinction, I would love to be notified. If this is not the case for the Helminth Charger, then what in companion discrimination heck is this. Absolutely dead on arrival, and I will be the unhappiest camper here on the companion bus, right next to our resident Smeeta players. Edited 6 hours ago by Halo Clarification 2 Link to comment Share on other sites More sharing options...
McRibbles Posted 6 hours ago Share Posted 6 hours ago Just now, Halo said: Alright wait a second here. Please tell me I'm wrong in this assumption based on what is presented here. My brother in christ it is not the mid 2000's anymore you don't need to make your post a #*!%ing rainbow. You don't need to bold and underline your text for emphasis, wew. 3 Link to comment Share on other sites More sharing options...
Caidezes Posted 6 hours ago Share Posted 6 hours ago So...can Hounds use those new Beast mods? Because it would kinda suck if they can't. Link to comment Share on other sites More sharing options...
Farokun Posted 6 hours ago Share Posted 6 hours ago First no Taxon prime, now no Taxon precept buffs?😔 1 Link to comment Share on other sites More sharing options...
--PV--TrashySmashy Posted 6 hours ago Share Posted 6 hours ago 1 hour ago, Kayce_OwO said: What about vasca kavat draining bite? yes please give Vasca some love/viability 1 hour ago, Waeleto said: Please remove the out of combat restriction on that one Dig should always be available 1 hour ago, Kayce_OwO said: What about vasca kavat draining bite? yes please give Vasca some love/viability 1 hour ago, Waeleto said: Please remove the out of combat restriction on that one Dig should always be available 1 Link to comment Share on other sites More sharing options...
(XBOX)TheMadCash Posted 6 hours ago Share Posted 6 hours ago 58 minutes ago, LunaSymphony27 said: How much would this effect venari?? She's partially an ability mix with being a companion. Ouuu good question actually 1 Link to comment Share on other sites More sharing options...
Cephalon_Break3r Posted 6 hours ago Share Posted 6 hours ago (edited) DE, I really hope you see my message. These changes look great, but there is one pet mod that isn't addressed, and it can be quite disruptive in-game: The mod is the Hound's Reflex Denial. Normally, it creates a shield that absorbs a large percent of incoming damage and channels it into magnetic damage. The problem is that the shield absorbs Tenno fire, but does not get converted to damage. This means that if the Hound approaches an enemy with the shield up, it is impossible to damage the enemy with firearms, because the shield absorbs all the damage but does not assist in killing the enemy the Hound is attacking. I believe there are 2 possible (practical) solutions: 1: Make the shield generated by Reflex Denial NOT absorb Tenno weapon fire 2: Make the shield generated by Reflex Denial absorb tenno weapon fire, but translate that into the magnetic damage the skill does for enemy fire, so it will damage the enemy in question I really hope this message gets read. I really want to use my hound in high level gameplay, but the disruption to fire that is hard to see in hectic combat makes it frustrating for me AND my teams. Edited 6 hours ago by Cephalon_Break3r word choice 1 Link to comment Share on other sites More sharing options...
rubywings239 Posted 6 hours ago Share Posted 6 hours ago Are beast type companions going to be taking up two slots now like robotic types? Or will it work like exalted weapons Link to comment Share on other sites More sharing options...
-Manks Posted 6 hours ago Share Posted 6 hours ago Weapon & aura slot for companions, a buff I've been hoping for for years. Thank you. I didn't see anything about Hybrids mentioned, either for the Kavat options available currently (eg Smeeta that looks like a Vasca) or the Predasite/Vulpaphyla 2-8 trait Mutagens. Hopefully those get a look at in the near future as well. 1 Link to comment Share on other sites More sharing options...
matt11mz Posted 6 hours ago Share Posted 6 hours ago 11 minutes ago, Halo said: Alright wait a second here. Please tell me I'm wrong in this assumption based on what is presented here. (Can't imagine getting upset over colors for emphasis :p ) Every single companion got base stat buffs EXCEPT THE HELMINTH CHARGER. All it got was an overall damage DECREASE and a specification in regard to its Toxic damage. The original damage as read from the stat screen is: 10% CC / 3x CD / 5% SC / 349.6 (not 350 as quoted above) Damage spread: 45.6 Toxin | 304 Slash The new "proposed damage upgrade" is the loss of 304 slash to 200, and that toxin being raised from 45.6 to a measly 50. Does that "Non-combining" toxic damage mean, and THIS IS A HEAVY ASSUMPTION, that it won't fuse with just having Frost Jaw on it to achieve Viral? Because if so that's pretty upsetting. Same goes for it having corrosive or gas. This is an overall oversight, and if this is how it will function, then I solely believe you want the Helminth Chargers to be dead on arrival. Sure, possible elemental modding from what you've proposed, for example: Corrosive, Heat, and Toxin all at once. However, knowing how a lot of things roll, you would never allow that. This almost seems like a nerf in its own damage. Not to mention it is not even receiving any stat changes (CC/CD/SC) compared to LITERALLY EVERYTHING ELSE YOU LISTED ABOVE... The only thing that got changed was how Trample works, which is nice and all, but come on... Now this is extremely upsetting, and I genuinely hope you just accidentally left out the Stat Changes (CC/CD/SC) for the Chargers. If not, I solely believe the Helminth Charger deserves a little bit of love. Something. Anything. If there is any clarification or distinction, I would love to be notified. If this is not the case for the Helminth Charger, then what in companion discrimination heck is this. Absolutely dead on arrival, and I will be the unhappiest camper here on the companion bus, right next to our resident Smeeta players. I don't think that's a heavy assumption. Seems like there's two paths: 1. Just as said, toxin won't combine, ever. Viral, Gas, and Corrosive are out. You can run something like Blast + Electric + Toxin Helminth Charger instead of Blast + Corrosive. 2. The 50 toxin is the only thing that can't be removed. Modding for toxin buffs it as normal, but viral would become Viral + Toxin. A Viral + Heat + Slash + Toxin build comes to mind. Either way, seems like a nice unique buff. Link to comment Share on other sites More sharing options...
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