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Unknown Magi

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  1. The difference is in what triggers the procs. Gaussian triggers based off of +tohit powers, so it's checked as part of the pseudo-toggle on the Enforcers which is on continuously. Soulbound, on the other hand, is checked on attacks afaik so it's at the mercy of the pet's attack chain to determine proc chance per power used, what powers they feel like using today, etc. If you decided not to stack your enforcers for defense, and thus had slots open, you could theoretically slot both to provide both "kinds" of buildups to them, potentially creating an interesting pair of cone damage monsters?
  2. Not sure about the zoning trick; I've been testing a lot of MM builds for various purposes over the last week, and one common thing I've observed is that all buffs and temporary modifications to pets seem to be stripped during the zoning process, leaving it in a sort of "fresh" state when you zone in; this was, perhaps, intended to prevent the very things you're theorizing, lol. Easiest way to see this: get bots, get your protectors out and let them do their bubbling, then enter a mission. On the other side, the bubbles will be gone and the protectors will have to redo them. I've also confirmed that player buffs (such as PBAoEs from Nature) "fall off" during zoning as well. One assumes that even if you managed to get the pet into the door during the brief period that a build-up is on, it would be treated as a temporary modifier and not applicable. On attempting to resummon during the BoostUp windows, that's going to be challenging since: -Pets do not disappear instantly, they have exit animations -Summoning while the previous pets are in exit animation sometimes causes the new pets to not appear, in my experience -The actual pet coming into play often comes at the end of a longish animation (Bots are a prime example of this). If things are checked at summoning (which I am admittedly skeptical on), it would need to be seen if it checked at power execution or at pet coming into existence. If the latter, there's almost no way you could safely dismiss and resummon a pet within the window unless you have amazing twitch reflexes. On the whole, probably not worth it. One easier way to test whether or not your own non-enhancement-provided +damage and +tohit is "baked into" pets would be to test using Assault, since that's a toggle you can control at will for summoning test and placebo batches of pets repeatedly. While it's a power rather than a proc, both are providing you global +damage, which theoretically would be treated the same. Enflame is an odd duck; I'm not sure if it's a pseudopet which chain summons more pseudopets, or a buff which repeatedly summons them at intervals (this is a key difference).
  3. @Veelectric Boogaloo I had a chance to do an initial pass at testing this today. Still need to gather more data to finalize numbers and conclusions, but here's a link to my specific comment in The Great Proc Thread of 2019 summarizing early findings: https://forums.homecomingservers.com/topic/5290-testing-on-how-procs-per-minute-ppm-really-works/?do=findComment&comment=68136
  4. So I've been doing a smattering of other testing since the find earlier. I don't have huge data samples for any particular thing yet, but I wanted to share some early observations that I would appreciate some help verifying. These can be found on my spreadsheet, on the Damage Aura Tab https://docs.google.com/spreadsheets/d/1VqzWk_KQkVHCZmEVVY2xa-JwAYWSIZ-PYKTql96X4Ic/edit?usp=sharing Observations: Standard damage auras seem to have a proc rate of 1.3-1.7 per minute for standard 3.5PPM procs, per target in aura, assuming constant exposure. Tested with Blazing Aura. My highest test was Blazing Aura (4 procs counting Armageddon) + Quills (3 procs), which achieved 40-42.6 combined PPM against 3 target. I'm pondering trying to build more elaborate testing for higher mob counts and factoring in movement to look at overall viability on this. My numbers were a bit wobbly as I increased auras, procs, and targets. Would appreciate some additional data gathering if anyone has the time and desire Burn patch displayed some impressive numbers. With 3 3.5 PPMs slotted, it displayed 16.8-18.5 Procs Per Activation against 3 targets! Would like to see this number compared against larger mobs, and with some global recharge to achieve Burn stacking. Will try to find some time to do so soon, but if anyone can beat me to it then many thanks to you.
  5. If the enforcers have the Gaussian, the proc applies to them. They get the +dmg and +tohit. This is checked individually for each Enforcer so at any given time either one of them may get it, or both. I'm starting up some other tests right now, so I'll post anything interesting I find. Huzzah theorycrafting! As for which is better, probably the Enforcers. As an MM, your personal damage is negligible. For builds that are somehow MM-personal-damage-centric, putting it on yourself could be advantageous, but I'm not aware of any such builds. For bonus points on "Adventures of MM Procland", Thugs have Empty Clips from DP in-set. With their especially low damage coefficient, they are very well-suited to slotting it up as a proc monster in order to contribute at least a little actual damage to fights (still give Gaussian to your pets, since you're slotting this for procs rather than base damage).
  6. Step 1. Put Gaussian in Enforcers Step 2. Summon and upgrade Enforcers Step 3. Unslot Gaussian from Enforcers, place in Tactics Step 4. Turn on Tactics Step 5. Profit
  7. Greetings fellow MMs. I was doing some testing today on Gaussian's +Buildup procs and stumbled across this gem during my tests which I figured I'd cross-post: -------------------------------------------------------------------------------------------------------------------------------------------------------------------- So, confirmed at this point, Tactics has a 6.5% per 10 seconds to proc Gaussian, but this is checked for each person receiving your buff. And now, because who can resist a good cheese plate, I present the following: 1. Thugs - Enforcers have Tactics. They can slot Gaussian, and the procs apply to each Enforcer (each has their own proc check individually, both *can* proc at once. At one point, a double proc was observed, although this may be just been a graphical glitch as I could not reproduce it. 2. Mastermind Pets only check Enhancements at summon time. If you had a ton of influence and nothing better to do with it, you could carry some Enhancement Unslotters, summon your Enforcers, then steal their Gaussian and put it in your Tactics. This results in you and both enforcers each getting procs at the full rate. Tested and confirmed. Note that this would be a minor headache to burn two unslotters shuffling your Gaussian every time you summon them, so YMMV. 3. Thugs - Gang War. These guys receive Tactics buffs from both you and Enforcers, which means summoning a gang war *skyrockets* your proc rate by adding a whole team's worth of extra targets to your aura (and/or your enforcers' aura). Observed proc rate for solo Thugs MM with all pets and 1 active gang war was 4-5 PPM for self, and ~3PPM per enforcer (10 self procs and 13 total enforcer procs in 13 activations). While observation 2 is a hassle to play with, Observations 1 and 3 are...insane. The enforcers are only Tier 2 pets, but have multiple AoE attacks with which to take advantage of buildups. Total effect would require extensive DPS testing outside the scope of this test, and is left as an exercise for the MM forums. Clarification of steps for Point 2, in case someone really wants to play with it: Step 1. Put Gaussian in Enforcers Step 2. Summon and upgrade Enforcers Step 3. Unslot Gaussian from Enforcers, place in Tactics Step 4. Turn on Tactics Step 5. Profit
  8. So, confirmed at this point, Tactics has a 6.5% per 10 seconds to proc Gaussian, but this is checked for each person receiving your buff. And now, because who can resist a good cheese plate, I present the following: 1. Thugs - Enforcers have Tactics. They can slot Gaussian, and the procs apply to each Enforcer (each has their own proc check individually, both *can* proc at once. At one point, a double proc was observed, although this may be just been a graphical glitch as I could not reproduce it. 2. Mastermind Pets only check Enhancements at summon time. If you had a ton of influence and nothing better to do with it, you could carry some Enhancement Unslotters, summon your Enforcers, then steal their Gaussian and put it in your Tactics. This results in you and both enforcers each getting procs at the full rate. Tested and confirmed. Note that this would be a minor headache to burn two unslotters shuffling your Gaussian every time you summon them, so YMMV. 3. Thugs - Gang War. These guys receive Tactics buffs from both you and Enforcers, which means summoning a gang war *skyrockets* your proc rate by adding a whole team's worth of extra targets to your aura (and/or your enforcers' aura). Observed proc rate for solo Thugs MM with all pets and 1 active gang war was 4-5 PPM for self, and ~3PPM per enforcer (10 self procs and 13 total enforcer procs in 13 activations). While observation 2 is a hassle to play with, Observations 1 and 3 are...insane. The enforcers are only Tier 2 pets, but have multiple AoE attacks with which to take advantage of buildups. Total effect would require extensive DPS testing outside the scope of this test, and is left as an exercise for the MM forums. Edit: Crossposted these findings to the MM forums. Let the games begin.
  9. Leadership only buffs members of your team (including pets) IIRC. I tested standing next to Ms. Lib on Justin Server, with a few people around, and observed no discernible difference in proc rate. I monitored pet combat attributes during testing, and saw no jumps in Tohit or Damage throughout, including during procs, leading me to believe that the bonus only applies to the original holder of tactics. Currently working on two slightly different tests. Please hold.
  10. So, quick updates: -After a fourth test, my statistical average is within 5% of the expected 33% so I'm chalking that up to sample size issues. Tactics does indeed factor in radius and therefore have a crappy proc rate for Gaussian. EXCEPT!!!!!!!! New test: Mastermind, all 6 pets deployed Gaussian in Tactics (same slotting as before) Results: this thing won't. Stop. Proccing. I'm still building the sample set, but during test 1 I'm already seeing a proc rate of 2-2.5 PPM. Initial hypothesis is that Tactics checks Gaussian once per 10 seconds *per target you are buffing*. No buildups have been observed on pets thus far, which leads me to believe the procs cannot be "granted", but this is still huge; Extrapolating these proc rates to a full group (let alone with with MMs or other buffable pets in the aura), I am going to have to start considering Tactics mandatory on all my group damage dealer builds if the full data continues to support this.
  11. The derived formulas in the spreadsheet should all have clamping built in to cover the 6.5% chance floor. I believe we already knew the 10 second Activation Period pseudo-cooldown based on Number Six's previous sharing. Based on that, we should see *roughly* 33% PPM. However, the data very much is not supporting that expectation. Test 2 supported it almost exactly, but tests 1 and 3 fell outside expected ranges by 10-15%. The small sample size may be skewing my results, so I'm running more testing right now. Once this oddity is resolved, I'm testing this on an MM so I can spawn pets in order to simulate multiple target testing for the latter half of the Tactics question.
  12. Did some initial testing of the Tactics discussion this morning. Running Tactics with 117.28% total slotted recharge and the Build-up piece, alone Calculated Chance to Proc: 3.64% Results: See spreadsheet below, tab "Tactics Testing", so I don't have to keep updating this post with each test run. This is interesting, since the expected procs per minute (based on clamped values) in Redlynne's post above was only .33 If we plug in the .5 PPM seen and solve for proc chance, I was seeing ~10.91% chance to proc. Very curious. Doing more testing, will update. Edit: In case someone wants to verify my math, I'm using a modified version of the previous PPM Formula sheet, which now factors in Area. https://docs.google.com/spreadsheets/d/1VqzWk_KQkVHCZmEVVY2xa-JwAYWSIZ-PYKTql96X4Ic/edit?usp=sharing Edit 2: Moved test result listings to linked spreadsheet. Observations so far: Test 1 showed an approximate proc rate of 0.5/minute, far above expectations. Test 2, removed all recharge from power. Approximate proc rate of 0.34/minute, which matches expectations Unsure if sample size too small, or odd behavior discovered. Testing ongoing. Also enabled commenting on Spreadsheet link. May need to refresh for commenting.
  13. Number Six provided some insight in how this works in another post. Here's the link: https://forums.homecomingservers.com/topic/5290-testing-on-how-procs-per-minute-ppm-really-works/?do=findComment&comment=66775 Basically, if my own understanding is correct then once the proc is checked there is a 10 second interval before it will check again. After that interval passes, it will check at the aura's next tick. So hypothetically (I don't think anyone has posted test results for damage aura procs yet?) this would mean that if your aura has not hit anything for 10+ seconds then it would check for proc the next time it does damage, then 10 seconds after that and so on. If I get time I will try to test and verify this soon.
  14. I've been testing and tweaking a Bots/Nature myself. I'm including the fully-slotted build below; this build was tested on Beta server and worked quite well. Successfully solo'd AVs, farmed +4x8 with no issues (albeit not the fastest), and solo'd Lusca. If anyone sees any significant improvements, let me know, I'm still tweaking! The gist of it is to acquire perma-hasten in order to make Wild Growth and Overgrowth approximately permanent. With the various buffs, pets have plenty of damage mitigation to survive even tanking GMs, and your heals will cover RNG hatred. Note that the build as listed has Paralytic Core Flawless Interface, for farming; for GMs/AVs, it is strongly recommended to swap to Diamagnetic Radial Flawless for the additonal -regen as I found that Spore Cloud alone wasn't enough in that regard. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Natural Mastermind Primary Power Set: Robotics Secondary Power Set: Nature Affinity Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Power Pool: Concealment Ancillary Pool: Chill Mastery Villain Profile: Level 1: Battle Drones (A) Superior Mark of Supremacy - Damage (3) Superior Mark of Supremacy - Damage/Endurance (3) Superior Mark of Supremacy - Accuracy/Damage (7) Superior Mark of Supremacy - Accuracy/Endurance (7) Superior Mark of Supremacy - Accuracy/Damage/Endurance (11) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen Level 1: Corrosive Enzymes (A) Accuracy IO Level 2: Regrowth (A) Panacea - Heal/Endurance (11) Panacea - Endurance/Recharge (23) Panacea - Hea/Recharge (25) Panacea - Heal/Endurance/Recharge (25) Panacea - Heal Level 4: Wild Growth (A) Recharge Reduction IO (5) Recharge Reduction IO (5) Recharge Reduction IO (36) Gladiator's Armor - TP Protection +3% Def (All) (37) Steadfast Protection - Resistance/+Def 3% (37) Unbreakable Guard - +Max HP Level 6: Equip Robot (A) Empty Level 8: Hasten (A) Recharge Reduction IO (9) Recharge Reduction IO (9) Recharge Reduction IO Level 10: Spore Cloud (A) Endurance Reduction IO (43) Endurance Reduction IO (43) Endurance Reduction IO Level 12: Protector Bots (A) Sovereign Right - Resistance Bonus (13) Edict of the Master - Defense Bonus (13) Defense Buff IO (15) Defense Buff IO (15) HamiO:Nucleolus Exposure (17) HamiO:Nucleolus Exposure Level 14: Maneuvers (A) Luck of the Gambler - Recharge Speed (17) Luck of the Gambler - Defense/Endurance (19) Shield Wall - +Res (Teleportation), +5% Res (All) (48) Shield Wall - Defense/Endurance Level 16: Lifegiving Spores (A) Preventive Medicine - Heal (43) Preventive Medicine - Heal/Endurance (46) Preventive Medicine - Endurance/RechargeTime (46) Preventive Medicine - Heal/RechargeTime (46) Preventive Medicine - Heal/RechargeTime/Endurance (48) Preventive Medicine - Chance for +Absorb Level 18: Tactics (A) Adjusted Targeting - To Hit Buff (19) Adjusted Targeting - To Hit Buff/Endurance (31) Adjusted Targeting - To Hit Buff/Endurance/Recharge (42) Adjusted Targeting - Endurance/Recharge (50) Adjusted Targeting - To Hit Buff/Recharge Level 20: Wild Bastion (A) Recharge Reduction IO (21) Panacea - Heal (21) Panacea - Heal/Endurance (37) Panacea - Heal/Endurance/Recharge (39) Panacea - Endurance/Recharge (40) Panacea - Hea/Recharge Level 22: Assault (A) Endurance Reduction IO (23) Endurance Reduction IO Level 24: Combat Jumping (A) Luck of the Gambler - Recharge Speed Level 26: Assault Bot (A) Superior Command of the Mastermind - Accuracy/Damage (27) Superior Command of the Mastermind - Damage/Endurance (27) Superior Command of the Mastermind - Accuracy/Damage/Recharge (29) Superior Command of the Mastermind - Damage/Endurance/Recharge (29) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge (31) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura Level 28: Stealth (A) Luck of the Gambler - Recharge Speed (31) Luck of the Gambler - Defense/Endurance (48) Endurance Reduction IO Level 30: Grant Invisibility (A) Luck of the Gambler - Recharge Speed Level 32: Upgrade Robot (A) Empty Level 35: Flash Freeze (A) Empty Level 38: Overgrowth (A) Adjusted Targeting - To Hit Buff/Recharge (39) Adjusted Targeting - Recharge (39) Adjusted Targeting - To Hit Buff/Endurance/Recharge (40) Adjusted Targeting - To Hit Buff (40) Adjusted Targeting - Endurance/Recharge Level 41: Hoarfrost (A) Recharge Reduction IO (42) Recharge Reduction IO (42) Recharge Reduction IO Level 44: Frozen Armor (A) Red Fortune - Defense/Endurance (45) Red Fortune - Defense/Endurance/Recharge (45) Red Fortune - Defense/Recharge (45) Red Fortune - Endurance (50) Red Fortune - Defense (50) Reactive Defenses - Scaling Resist Damage Level 47: Super Jump (A) Empty Level 49: Invisibility (A) Luck of the Gambler - Recharge Speed Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Empty Level 1: Supremacy Level 2: Rest
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