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Redlynne

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Everything posted by Redlynne

  1. Brass Tax (as in getting down to...) Face 2 Plant (best on a character with a Self Rez and "nature" powers) Lawn Dress (the alter ego of The Washer Woman who has Water Blast powers) Mender Knot (is terrible at sewing, knitting or crocheting but has a Time Manipulation/Time Lord powerset) String Theoress (science origin ... obviously ... and female ... obviously) Cyber Ned Hicks (technology origin)
  2. Keep the aggro off the Pets as much as you can. Tankerminding does incredible things for Ninja survival rates via Bodyguard Mode sharing of damage. An 800 Damage hit that would one shot a Genin will only do 100 Damage to 6 Ninjas and 200 Damage to your Mastermind if that attack is directed at your Mastermind rather than at an individual Genin. Draw aggro onto your Mastermind and do what you have to do in order to hold onto it. Ninjas survive a lot better when they aren't taking damage from being attacked directly (just "indirectly" via Bodyguard Mode). Also, you want to slot the Defense aura IOs, not the Resist aura IOs, if you have a choice between the two. The other major enemy to the survival of your Ninjas is ... chaos. When stuff is happening too fast for you to be able to "control" the flow of battle to your advantage, it gets REALLY EASY for Ninjas to get in over their heads and start getting browbeaten in a hurry. When everything is happening all at once it's hard to notice that a Ninja is in trouble quickly enough to save them from being flattened before you can respond. So a lot of what helps keep your Ninjas alive depends entirely on HOW you play your Mastermind. Best answer I can give for that is that if you think you can play your Mastermind exactly like you would any other Archetype (dive in head first without caring and laugh maniacally before doing a wash/rinse/repeat on a steamroller) you're going to be quite disappointed. Chaotic battle situations do your Ninjas no real favors where they can get lost in the crowd while the Player is distracted by trying to manage all that chaos. The simple facto of the matter is that Ninjas need to be kept on what amounts to something of a short leash. You always want to use them to "gang up" on whatever it is you're fighting, preferably by simply outnumbering them. Many of ME, few of YOU. That's the secret to survival for your Ninjas. When the opposition outnumbers your Ninjas ... THAT is when they're prone to pulling too much aggro onto themselves and dying in a faceplant of glory shame. You really need to learn how to "walk" with them before you try to "run" with them.
  3. That fits with what I remember being the case up through Issue 23. A little recharge debuffing is negligible, while a lot of it is game changing. I remember the first time I encountered (serious) recharge debuffing on Virtue server. I was playing Redlynne (my MA/SR Scrapper main) and was on a team fighting Circle of Thorns and we ran into a huge number of arctic mages who cast snowstorms that stacked up and slowed everyone to the recharge floor. It was the first time I'd ever gotten held/stunned/mezzed because I was fighting through the recharge debuffing and my Practiced Brawler expired and it hadn't recharged yet, meaning I went from being a Scrapper to being a Squishy ... and at the same time none of my attacks were recharging fast enough to keep an attack chain going. Once I realized what the problem was I retreated out of the zone of denial so as to get my powers recharged (especially Practiced Brawler) before diving back into the fray to try to take out ONE mage and take one debuff patch off the stack. After that it was a job of whittling the mages down while jumping in and out of the zone of denial that had inadvertently been formed by like some 6+ mages all casting their location AoE recharge debuff powers in the same spot (for maximum GAME OVER). Most of the rest of the team got wiped out by the recharge debuffing denying them access to their own powers. Some of them stood right in the worst of it and couldn't figure out what they were doing wrong. I survived by using hit and run tactics that involved a lot of movement and retreating so as to whittle down the opposition into something that wasn't so deeply stacked. Everyone was astonished that I'd survived when some of them had faceplanted on that group multiple times (complete with multiple hospital trips). I just smirked and figured that if the Go Darwin Go factor couldn't get them to learn, it wasn't my job to teach them how to be better Players. So yeah, -75% Recharge debuffing is the cap and it makes powers take 4x longer than normal to recharge on powers that have +0% recharge reduction (like most PvE $Targets have). However, reaching that cap against $Targets that can resist recharge debuffing means that you'll need to "deliver" more than a mere -75% to get them moved towards that cap, so a bit of "overkill" on this factor can potentially be warranted, either for improved uptime or improved depth of debuff stacking (or both, really).
  4. Makes me wonder about combining both into a single keybind, where the idea is that if you have a $Target selected you'll teleport to them, but if you don't have a $Target selected then you go where the mouse is pointing to. Perhaps something like this ... lshift+lbutton "powexecname White Dwarf Step$$powexeclocation target White Dwarf Step"
  5. Part of that is the simple fact that the theorycrafting work I did with the numbers was calculating the chances for a SINGLE proc in a given number of dice rolls ... but that completely leaves out the additional DOUBLE procs that could potentially happen (and so on). Meaning that you want to look at the table of proc chances I provided as a floor for the (pseudo-random) chances to proc, rather than an accurate "ceiling" for how possible the proc is under various conditions. So the fact that you got more procs over time than I was predicting in as simplistic a way as I could for so inherently (pseudo-)random chances to proc as this. I was just trying to give people a sense of how the Chuck Lots Of Dice!! aspect increases the odds above what you'd expect to see from the base chance to proc (a mere 6.5% per check). That's kind of difficult to explain, so I just made the chart and showed my work simply to make things accessible to the layman.
  6. I'm thinking that some cross-comparison testing would be useful, just for control testing. So I'm thinking put Triumphant Insult and Perfect Zinger into the Tanker Taunt in the secondary. Probably a good idea to test with individual procs against Rikti Monkeys on Monkey Island first, partly to verify the PPM for each and the duration of the Triumphant Insult proc. So Triumphant Insult alone first, then Perfect Zinger alone, then both procs together in the Taunt power. This ought to give you baseline data to work with for these procs and verify that they can proc against multiple targets per use of power (I'm sure they can, but it's nice to verify this stuff). The follow up to that would be to basically do the same thing with Crippling Axe Kick ... but also a triple matrix that adds a common Taunt IO to the mix. The idea is to test the Taunt aura of Gauntlet so as to verify that slotting a Taunt IO into CAK will increase the duration of the Taunt effect as expected on everything in the AoE radius (I presume it will, but still a good idea to test this). Then use CAK with a Triumphant Insult only to determine if it will apply a Stun MAG 1 to any Rikti Monkeys other than the $Target being hit using the Taunt aura on hit as a "carrier" for the proc to be an AoE on melee hit. Repeat with Perfect Zinger to likewise determine if it will apply Psionic damage to any Rikti Monkeys other than the $Target being hit using the Taunt aura on a hit as a "carrier" for the proc to be an AoE on a melee hit. And then repeat with both procs in CAK to see how they interact. And finally put both procs and a Taunt IO in CAK to determine if the Taunt aura on hit is somehow programmed to only be buffed by Taunt duration enhancement but to NOT carry any proc effects through the Taunt AoE.
  7. It's called an oversight that never got taken care of. This would be the solution.
  8. Works for me! /em dives back into the build planner to modify saved build(s) accordingly
  9. To be fair, I sincerely doubt anyone has done any regressive testing on the interaction of Tanker (single target) melee attacks and the (target AoE) Taunt aura they produce, meaning this area is largely unexplored territory. However, I agree that the test results ought to start pointing towards answers of interpretation in relatively short order. It's not like you'd need to spend an hour testing to get a large enough sample size to use. Having had overnight to think (and sleep) on the problem, it almost certainly isn't a "true" pseudo-pet, simply in order to attribute the Threat generated to the Tanker instead of to the (implied) pseudo-pet. So I think you're right on that score. This would mean that you shouldn't be using the Toggle/Auto formula for PPM to figure chance to proc. But then how do these Target AoE attacks by Tankers only deliver damage to the single target hit? Obviously there has to be other hacks going on. Now the challenge is to unravel exactly what those hacks are ... so as to use them to our advantage most effectively.
  10. Exactly. Every other Archetype needs to expend endurance to inflict damage. Masterminds are the only Archetype that pay a one time cost (summoning and upgrading) to deliver damage at zero endurance cost for as long as the summoned Pets survive. Furthermore, the summoned Pets functionally deliver 2/3rds of the Mastermind's damage potential in the primary powerset, while the remaining 3 personal powers make up the other 1/3rd of a Mastermind's offensive potential so as to bring Masterminds to "relative parity" with other Archetypes on endurance cost per damage delivered onto target. My understanding is that the balance point for this cross-comparison is RELATIVELY approximate between Archetypes, but then Players mucked everything up by eschewing the personal attacks (usually) and just relying on their summoned Pets for most (if not all) of their damage production, "foiling" that assumption made by the original devs, and thereby establishing a new conventional wisdom Game Meta to judge everything by. Players are wascally bahstids that way. And that's what I think is the REAL discovery of all of this research that's been done on PPM procs and how to make use of and apply that research in specific build scenarios in order to both optimize the returns on investment unique to each power chosen ... but then go +1 Level beyond even that to reach for synergies between powers in ways that holistically modify and transform an entire build so as to change how the entire structure works together advantageously. And yeah ... it's hardly surprising that THAT level of Meta (and even Meta-meta!) Gaming can get REALLY complex in a really big hurry, as layers upon layers upon layers stack up onto themselves, yielding an array of permutations of possibilities that begin to stagger the imagination (and sometimes, even credulity). It's not just the parts and pieces that need to be understood individually in isolation, but also the ... "systems integration" ... of assembling them together in this configuration and then USING them as mutually reinforcing methods of reaching for a larger goal/purpose than any one component piece can achieve all by itself in isolation. It's the integration of elements that makes the sum far greater than the constituent parts ... and THAT is an extremely complicated thing to realize/implement/visualize/understand ... and even harder to attempt to convey in as few words as possible with little to no explanation for what is happening (let alone why). Suffice it to say, if I just posted the build alone, without any of the (verbose) explanation preceding it describing the interactions that are possible, and the stacking effects of those interactions, I'm quite sure that pretty much almost everyone (myself included perhaps) would have "missed the forest for the trees" so to speak with this build. So there is absolutely no shame to be had at all in realizing that there is FAR MORE going on here than it would at first appear, and that it will take repeated readings and gleanings and insight in order to get the FULL import of everything I've managed to accomplish here. The information and knowledge ... density ... required to holistically understand the entirety of the build in aggregate and as integrated here is simply staggering. Even *I* was ... humbled ... by how complex it all turned out to be, just to try and explain it all in ways that would be accessible to the mildly interested Player. So yeah ... layers upon layers upon layers of meaning and synergy, and a LOT of how you achieve that is dependent upon Player Skill in the use of the tools available to you, rather than simply being a matter of Plug 'n' Play where you respec and go on your way with everything being intuitively obvious and simple from the get go. Masterminds are ... complicated ... and I think that this is my most complex and tightly integrated build I've ever made. No shame on you (or anyone) for not being able to grasp EVERYTHING involved on a first (or second or third or fourth or even fifth) reading. There are also relatively few counters to -Recharge debuffing, either in PvE or in PvP, and certainly in PvP it has all kinds of potential to "wreck" the delicate balance of +Recharge stacking that Players reflexively build into their characters and just assume will always be there, as if it were inviolate and unchangeable. In PvE, of course, -Recharge debuffing will, when deeply stacked, effectively "neutralize" opposition by denying them the ability to ACT, in effect "blocking them at the source of their own agency to respond" in much the same way that use of a Hold power would. The difference of course being that once a Hold expires, opposition can take actions within the full range of their options, while with -Recharge debuffing their "prevention of action" can linger well beyond the expiration of debuff's duration. So ... yar ... really nasty option with few counters. Me likey. 💫 And as described, as a Mastermind you have the OPTION of either taking that full alpha strike (in Bodyguard Mode, of course!) or delegating the responsibility for absorbing it to one of your summoned Pets (who can be resummoned if needed, since they are expendable while your Mastermind is not). After that, it's just a matter of choosing how you want to open and begin combat, and where you want to be (and your summoned Pets to be) positioned relative to your $Targets when you do so in order to "shape" the incoming alpha strike to your advantage. And THAT is something that requires Player Skill to accomplish, as it will not show up in a spreadsheet analysis of combat factors to be quantified easily. Precisely. Stack those together and you've effectively achieved a "soft lockdown" performance in which your $Targets are denied the opportunity to attack you, while you and your summoned Pets have free rein (rain?) to attack them with relative impunity. This isn't about "fighting fair" after all. And yes, stacking those -Recharge debuff procs onto Archvillains, Giant Monsters and Heroes (depending on your alignment choice) which aren't going to be resisted because the $Target is casting the -Recharge debuff onto themselves (meaning they won't be resisting the debuff) makes the combination rather formidable ... wouldn't you say? Oh wait, you just did. ^_~ Agreed. 😎 Time Manipulation achieves "bullet time" relative performance by Slowing the opposition, rather than by Speeding yourself ... which is a marked contrast with Kinetics (which kind of does both, but not in the same mix/way). Time Manipulation simply has more tools in the kit and they synergize with each other better than what you can get out of Kinetics.
  11. This is what I plan on going with, if I've got 6 slots available for Enflame Enflame Positron's Blast - Accuracy/Damage/Endurance: Level 27 Positron's Blast - Chance of Damage(Energy): Level 20 Annihilation - Accuracy/Damage/Endurance: Level 27 Annihilation - Chance for Res Debuff: Level 20 Frozen Blast - Accuracy/Damage/Endurance: Level 27 Frozen Blast - Recharge/Chance for Immobilize: Level 10 Positron's Blast (Enflame) 2.5% (0.04 End/sec) Recovery Annihilation (Enflame) 1.35% Max End Frozen Blast (Enflame) 10% ResEffect(SpeedRunning), 10% ResEffect(RechargeTime), 10% ResEffect(SpeedFlying) Accuracy: 50.55% Damage: 50.55% Endurance Reduction: 50.55% Recharge Reduction: 5.12% Use global recharge from set bonuses and Hasten to improve the uptime on Enflame, if needed. I figure that having procs for Energy damage, Resist debuffing and Immobilize will help Enflame deliver the pain you'll be wanting to inflict with it. I figure this winds up being more of a Force Multiplier™ than a "set and forget" style of Die In A Fire™ type of power, since you'd use it to "maim" your opposition and then finish them off with your primary/secondary powersets. Level 38: Chrono Shift (A) Efficacy Adaptor - EndMod/Recharge: Level 50+5 (39) Performance Shifter - EndMod/Recharge: Level 50+5 (39) Doctored Wounds - Heal/Recharge: Level 50+5 Endurance Mod: 66.25% Heal: 33.13% Recharge Reduction: 94.56% (Pre-ED: 99.38%) Absorb: 53.00% I figure that's the absolute best you can get out of a mere 3 slots that push your recharge to the ED cap. You can go as few as 2 slots (for recharge reduction) if you're willing to go 1 common IO 50+5 and 1 set IO 50+50 if you don't mind limiting yourself to 84.51% (Pre-ED: 86.12%) recharge reduction ... otherwise you have to stick with just 2 common IO 50 with up to +7 Levels added on between them to reach 94.75% (Pre-ED: 99.64%) recharge reduction. However my triple frankenslot solution yields a mere 0.19% less recharge reduction while adding enough Recovery over 30 seconds to offset the cost of using the power (making it endurance neutral to use on that score, which helps Time Manipulation powersets a fair amount) while also increasing the amount of Healing and Regeneration it provides. All in all, a rather high return on investment of a single extra slot above the minimum 2 slots needed to push Chrono Shift towards perma status while under Hasten effect ... wouldn't you say?
  12. Sorry for the late reply, I lost internet connectivity for the last 5 days. Binds are saved server side, so they're kind of "set and forget" (so to speak) and will maintain continuity all by themselves between logins. However, that only works if you've got a single bindloadfile for the character. If you've got a setup with multiple bindloadfiles that get invoked by keybinds (so a Human file, a Nova file and a Dwarf file, for example) that arrangement will only work on your own computer, because the files that get called only exist on your computer. So the system "remembers" your loaded keybinds for you. I've just got things rigged on my computer such that I can, if needed, revert to a "factory reset" default, load a common to all my alts bindloadfile that does MOST of the work of getting my keybinds all where I want them, and then I simply have to run the bindloadfile that is personalized to each individual character I have. This lets me not only have backups of all my files but also enables unique personalization of keybinds for each character. You just "layer" the bindloadfiles on top of each other and the server will store those settings until you change them.
  13. As advertised, I use a slightly unusual setup for my power trays. Human Form powers go into Trays 2-9. Nova Form powers go into Tray 1 slots 1-4. Dwarf Form powers go into Tray 1 slots 5-9 and I just drop Dwarf Step into Tray 1 slot 10. If you aren't following this tray layout (like I do) you'll need to edit your own bind file that will work with your user interface arrangement.
  14. I see that the fruits of my (mathematical) labors have infected yet another horde of followers. Good. Good ... 💫
  15. Just to add a data point, I was just now able to launch the 32-bit game client from Island Rum on OSX v10.13.6 using my 2011 iMac ... so at least that end of things appears to still be functional after the update to Island Rum that added the 64-bit beta options that weren't there last week.
  16. It's not often that I manage to SCARE MYSELF with one of my own builds ... but this one came pretty darn close to it. I figure the reason why I haven't gotten more comments on this build this past week is simply due to the INFORMATION DENSITY involved in being able to completely grasp just how much ... leverage ... I was able to obtain out of the personal attacks and the Build Up procs from the Decimation set in Snap Shot and the Gaussian's set in Tactics. Those two things ALONE ought to scare anyone with their potential. It makes me think that this sort of thing might be WHY the Cryptic and later Paragon Studios devs chose the balance point that they did for Masterminds on their personal attacks simply because of the (hidden?) potential that lay within them for exactly what I've detailed here. But yeah, when I say WALL OF TEXT CRITS YOU!!! ... I totally meant it.
  17. At this point I have a new area of interest for how procs interact with powers. Specifically ... Tanker Secondary attack powers and Gauntlet for Taunt Radius. Now, one of the things that stands out about Tankers is that their attack powers can be single target (and slot single target sets) but will still have an AoE component to them for Punchvoke via Gauntlet, their inherent power for the archetype. And this is something that (the web archived) City of Data isn't really all that clear on for Tankers. Let's take Martial Arts for Tankers, for example. Martial Arts Lvl Acc Dmg Act Int Cast Rch End Rng Radius Arc Area Thunder Kick 1 1.05 0.84 - - 0.83s 3s 4.368 7ft 3ft - Sphere Storm Kick 2 1.05 1.32 - - 0.83s 6s 7.0044 7ft 6ft - Sphere Cobra Strike 4 1.05 1.96 - - 1.67s 10s 10.192 7ft 9ft - Sphere Warrior's Provocation 10 1 - - - 1.67s 10s - 70ft 15ft - Sphere Crane Kick 16 1.05 1.96 - - 1.67s 10s 10.192 7ft 9ft - Character Focus Chi 20 1 - - - 1.17s 90s 5.2 - - - Character Crippling Axe Kick 28 1.05 2.12 - - 1.6s 11s 11.024 7ft 10ft - Sphere Dragon's Tail 35 1.05 1.18 - - 1.5s 14s 13.52 - 8ft - Sphere Eagles Claw 38 1.05 2.28 - - 2.53s 12s 11.856 7ft 10ft - Sphere Now, I've italicized the Radius column on the table to highlight exactly what I'm talking about here. That Radius is the Taunt radius of the power when used against single targets, with the one difference from this being Warrior's Provocation (the actual "Taunt" power all Tankers get) and Dragon's Tail (which is natively a PBAoE leg sweep attack that does not require a $Target to use). Everything else ... Thunder Kick, Storm Kick, Cobra Strike, Crane Kick, Crippling Axe Kick, Eagle's Claw ... is a single target melee attack that just so happens to (I'm presuming) spawn a pseudo-pet of a radius appropriate to the attack which then delivers the Taunt effect in an AoE centered on the $Target you've hit (assuming you actually hit them). So what does Crippling Axe Kick have to say for itself with regards to this Taunt effect? Well ... Level 28 Type Click PvE damage scale 2.120000 Accuracy 1.05 Modes required Modes disallowed Disable_All Range 7 feet Activate period - Interrupt time - Cast time 1.6 seconds Recharge time 11 seconds Endurance cost 11.024 Attack types Melee, Smashing Effect area Sphere Radius 10 feet Arc - Max targets hit 5 Entities affected Foe Entities autohit Target Foe Target visibility Line of Sight Nofity Mobs Always 13.6s Taunt (mag 4) (PvE) If target.HasTag?(Raid) and (@ToHitRoll + 0.2 < @ToHit) 13.6s Taunt (mag 4) (PvE) If not target.HasTag?(Raid) and (target.enttype == critter) 6s Taunt (mag 4) (10% chance) (PvP) So for our purposes of determining how to calculate PPM procs for Tankers, this is remarkably unclear. According to City of Data, the Taunt factor ought to be built into the power itself, but the actual execution of the power, game mechanically, almost certainly requires use of a pseudo-pet. Here's how I think this works under the hood (simply because all of the alternatives wouldn't make sense or deliver the expected behavior). Crippling Axe Kick is a single target melee attack (see Scrapper version if you need clarification on this point) and uses the Attack Types of Melee and Smashing. The attack resolves as a single target attack against your $Target doing damage and applying the Immobilize effect to that single $Target. So far so good/normal. Crippling Axe Kick then spawns a pseudo-pet upon hitting the $Target that carries ONLY the Taunt effect in a 10ft radius sphere around the $Target and can hit a maximum of 5 $Targets (including presumably the "main" $Target you attacked) with the Taunt effect. Single target Damage delivery, multi-target Taunt delivery. But here's the sticking point. Is this a case of AND for the Taunt effect ... or is it a case of ONLY for the Taunt effect? Specifically ... if I slot Taunt enhancements (including set enhancements) into an attack like Crippling Axe Kick ... does the Taunt apply to the single target power resolution AND the pseudo-pet "Taunt carrier" AoE, in effect double dipping on Taunt effects against your designated $Target, plus any others beyond the "main" $Target only being affected by the spawned pseudo-pet ... or is it a case where the melee attack itself carries no Taunt effect(s) at all, leaving all of the Taunt effect functionality to be delivered ONLY by the pseudo-pet alone? Here's why this matters. For Tankers, every attack they've got has this (presumed) pseudo-pet spawning behavior baked into them and they can take Taunt enhancements, including Taunt set enhancements. What can you obtain from Taunt sets that would be interesting in a PPM world? Well ... Perfect Zinger Psionic damage 71.75 3.5 PPM Triumphant Insult Stun Mag 1, 2 sec 2 PPM Note that the wiki page for Triumphant Insult contains the following: So just for the sake of clarity, I'm going to be assuming the following stats for Triumphant Insult instead: Triumphant Insult Stun Mag 1 for 3 sec 2 PPM Here's the wiki page for Perfect Zinger in case anyone wants to look that one up too. Okay. So if I were to slot a Perfect Zinger and a Triumphant Insult into Crippling Axe Kick and slot +0% Recharge into the power (just to keep things simple) against a single target $Target, I would expect the melee attack computation to yield the following results. Note that I'm using the Arcanatime reported in the build planner for the cast time, NOT what City of Data has listed for the power. PPM * ((BaseRecharge / ( 1 + RechargeBoost from Enhancements and Alpha / 100 )) + CastTime) / (60 * (0.25 + 0.75 * (1 + Radius * (11 * Arc + 540) / 30,000))) 3.5 * ((11 / ( 1 + 0 / 100 )) + 1.848) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 74.95% chance to proc 2 * ((11 / ( 1 + 0 / 100 )) + 1.848) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 42.83% chance to proc But that's just the single target throughput mechanics. What about the (pseudo-pet?) Target AoE spawned around the $Target that delivers ONLY Taunt effects? 3.5 * ((11 / ( 1 + 0 / 100 )) + 1.848) / (60 * (0.25 + 0.75 * (1 + 10 * (11 * 360 + 540) / 30,000))) = 35.27% chance to proc 2 * ((11 / ( 1 + 0 / 100 )) + 1.848) / (60 * (0.25 + 0.75 * (1 + 10 * (11 * 360 + 540) / 30,000))) = 20.15% chance to proc 3.5 PPM vs 1 Target: 1 - (1 - 0.3527)1 = 35.27% chance of a single Perfect Zinger proc within 10 ft AoE of Gauntlet effect from Crippling Axe Kick 3.5 PPM vs 2 Targets: 1 - (1 - 0.3527)2 = 58.10% chance of a single Perfect Zinger proc within 10 ft AoE of Gauntlet effect from Crippling Axe Kick 3.5 PPM vs 3 Targets: 1 - (1 - 0.3527)3 = 72.88% chance of a single Perfect Zinger proc within 10 ft AoE of Gauntlet effect from Crippling Axe Kick 3.5 PPM vs 4 Targets: 1 - (1 - 0.3527)4 = 82.44% chance of a single Perfect Zinger proc within 10 ft AoE of Gauntlet effect from Crippling Axe Kick 3.5 PPM vs 5 Targets: 1 - (1 - 0.3527)5 = 88.64% chance of a single Perfect Zinger proc within 10 ft AoE of Gauntlet effect from Crippling Axe Kick 2 PPM vs 1 Target: 1 - (1 - 0.2015)1 = 20.15% chance of a single Triumphant Insult proc within 10 ft AoE of Gauntlet effect from Crippling Axe Kick 2 PPM vs 2 Targets: 1 - (1 - 0.2015)2 = 36.24% chance of a single Triumphant Insult proc within 10 ft AoE of Gauntlet effect from Crippling Axe Kick 2 PPM vs 3 Targets: 1 - (1 - 0.2015)3 = 49.09% chance of a single Triumphant Insult proc within 10 ft AoE of Gauntlet effect from Crippling Axe Kick 2 PPM vs 4 Targets: 1 - (1 - 0.2015)4 = 59.35% chance of a single Triumphant Insult proc within 10 ft AoE of Gauntlet effect from Crippling Axe Kick 2 PPM vs 5 Targets: 1 - (1 - 0.2015)5 = 67.54% chance of a single Triumphant Insult proc within 10 ft AoE of Gauntlet effect from Crippling Axe Kick So here's the easy test for this to check performance. One ... does a Perfect Zinger ever proc against the attacked $Target more than once per hit? If yes, then the proc chance is checked twice ... once on the melee hit, and once more on the Gauntlet AoE Taunt. If no, then the proc chance is only checked once per attack ... only on the Gauntlet AoE Taunt but not on the melee hit. The exact same ought to hold true for Triumphant Insult as well. If yes, then the proc chance is checked twice ... once on the melee hit, and once more on the Gauntlet AoE Taunt ... which could stack the Stun MAG to 2 for 3 seconds. If no, then the proc chance is only checked once per attack ... only on the Gauntlet AoE Taunt but not on the melee hit ... which would apply only a Stun MAG 1 for 3 seconds. I suspect the performance profile for Taunt set procs in Tanker attacks will follow the "only on AoE and not on melee hit also" behavior pattern. But the important thing to note here is that this kind of behavior pattern of Taunt enhancements in Tanker attacks could very well explain why Triumphant Insult is so incredibly weak as a proc. It's basically only useful when you've chosen a powerset that deliver Stun MAG from powers as well, such as Martial Arts, Kinetic Melee and of course Oppressive Gloom in Dark Armor. Here's why this matters. Because depending on your Tanker secondary powerset, you can potentially make 2-3 attacks within the 3 second duration window in which a Triumphant Insult proc could be stacking +1 MAG onto a $Target for you ... and if each of those attacks has a Triumphant Insult proc slotted into it (I know, that's a lot of slots to do that) then it's possible to achieve a sort of "randomized poor man's AoE stun aura" around a Tanker that would could (briefly!) affect Minions just from double stacking the Stun procs randomly, and with the help of an aura like Oppressive Gloom that's enough to start stunning more than just Minions in the dogpile. However, in combination with a powerset like Martial Arts of Kinetic Melee, use of Triumphant Insult in multiple attacks winds up adding a +1 MAG Stun chance to any other Stun attacks you might be using on your "main" $Target, allowing those Stun attacks to stack enough MAG to start disrupting Lieutenants and Bosses without necessarily needing to resort to the stacking of 2 Stun attack powers to achieve enough Stun MAG. Again, the yield will be somewhat random, but the duration on the Triumphant Insult will last "long enough" to stack (briefly) with the Stun MAG delivered by other powers effects. And as for Perfect Zinger? Well, there's a reason why I made a Tanker with Perfect Zinger in every attack power. And that reason has now been compounded by the research done in this PPM thread and in the Proc Monster threads in the Defender and Controller forums. Now I've rebuilt that Tanker build to include Triumphant Insult AND Perfect Zinger in all FIVE of the single target attacks so as to stack with Stuns produced by 3 out of 5 of those attack powers. That means an investment of 10 out of 67 total added slots in order to do that ... and I honestly think I can make it work ... because the Taunt procs turn every attack I'd be making into mini-Target AoEs that would wreck dogpiles of $Targets via the Chuck Lots Of Dice!! method of ruining people's days in PvE. Don't worry, I'll get around to posting it once I do ALL THE MATH for all of those procs in all of those powers. No, I'm not looking forward to doing all that math and writing it all up ... why do you ask? But it's got to be done, if only to demonstrate that using the Taunt procs in Tanker attack powers winds up being a net benefit rather than a net negative overall. So if you don't see me posting all that much in the next few days ... that's my excuse (and I'm sticking to it). So ... can anyone help test the AND or ONLY behavior pattern for Taunt procs via Tanker single target melee attacks for me? I'd like to at least get THAT part of things nailed down before I dive into the math head first (without a flashlight) on how those procs ought to play out on a Tanker build. Hate to have to revise everything after doing all that work ... because, there's never time to do it right, but there's always time to do it over.
  18. You really need to add Enflame out of the Sorcery pool (and if you're dipping into the Sorcery pool anyway, might as well add in Arcane Bolt, which can slot in Knockback sets) for additional proc monster research purposes.
  19. Max Targets: 16 is the absolute largest max targets amount used for any power that affects Foes. Only powers that affect Teammates are allowed to reach the Max Targets: 255 limit. For this reason, your proposal to double the max targets receives a -1 vote.
  20. That's because Gravity is ... different ... and it was intentionally designed to be that way and intentionally left that way by first Cryptic and then Paragon Studios.
  21. Nerfing set bonuses would do more harm than good. However, I've always been of the opinion that Damage enhancements slotted into Cone, PBAoE and Target AoE powers ought to have been put on Schedule B ... while Damage enhancements slotted into Single Target powers ought to have remained on Schedule A. This would have "nerfed" the maximum damage output of multi-target damage slightly so as to knock it off it's undisputed throne of always being the best answer to any problem ... and create room for competition of alternative approaches to the same outcome. As is, with Damage enhancements on Schedule A, 1 Damage enhancement = 1 Endurance Reduction + 1 Recharge Reduction in terms of benefits accrued (overall, over time, etc.) from slotting Damage enhancement. It tilts the field too much towards Damage enhancement for ... well ... everything.
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