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BGSacho

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  1. 1. Global bonuses do not transfer to the pets. There are a few enhancements that specifically give you an aura that affects your pets - sovereign right, call to arms, expedient reinforcements, edict of the master, and the two from the ATO sets. Pedantically, those also "don't transfer to the pets", since the aura is given to you :) 2. Same as 1) - no set bonuses affect pets. 3. I'm 90% sure they don't, but I'm not sure what happens if you slot one of the global procs directly into one of the pets. 4. The alpha slot acts like an enhancement slotted into each of your powers, so it affects your pets. Hybrid Support affects pets(t's an aura emanating from you), I'm not 100% sure about the rest - I've heard you must summon pets after you toggle Assault, otherwise they don't get the doublehit. Interface procs affect pets.
  2. Wow, that's pretty impressive from the "worst" DPS primary - pulling the same numbers as thugs! That reactive dot is quite strong, is it the core or the radial?
  3. I didn't replace Achilles' Heel(wasn't sure what the uptime would be with just acid mortar) - I did some wonky slotting, you can see it in Thugs/Dark. The extra proc is Shield Breaker's Lethal Damage.
  4. Degen still lowers max HP, not sure any of the other interfaces can match the extra dmg you don't need to deal. They might be more useful in much longer fights.
  5. Did a few runs with Thugs/Dark. Musculature(33%), Support, Degen, Clarion. The slotting is here: Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Thugs Secondary Power Set: Dark Miasma Power Pool: Leadership Power Pool: Presence Power Pool: Speed Power Pool: Fighting Ancillary Pool: Soul Mastery Villain Profile: Level 1: Call Thugs -- SprMarofS-EndRdx/+Resist/+Regen(A), SprMarofS-Dmg(7), SprMarofS-Acc/Dmg(9), SprMarofS-Acc/EndRdx(9), ExpStr-Dam%(11), ExpRnf-+Res(Pets)(11) Level 1: Twilight Grasp -- CldSns-%Dam(A), TchoftheN-%Dam(3), TchoftheN-Acc/EndRdx/Rchg(3), TchoftheN-Acc/EndRdx/Heal/HP/Regen(5), TchoftheN-Acc/Heal(5) Level 2: Tar Patch -- RechRdx-I(A) Level 4: Darkest Night -- EndRdx-I(A), Empty(7) Level 6: Equip Thugs -- EndRdx-I(A) Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(13), RedFrt-Def(15), RedFrt-Def/EndRdx(15) Level 10: Howling Twilight -- AbsAmz-ToHitDeb%(A), AbsAmz-EndRdx/Stun(17), AbsAmz-Stun(17), AbsAmz-Stun/Rchg(19), AbsAmz-Acc/Rchg(19), RechRdx-I(21) Level 12: Call Enforcer -- HO:Cyto(A), Empty(13), SprCmmoft-Dmg/EndRdx(21), SprCmmoft-Acc/Dmg(23), AchHee-ResDeb%(25), TchofLadG-%Dam(25) Level 14: Tactics -- EndRdx-I(A), GssSynFr--ToHit(33) Level 16: Provoke -- MckBrt-Taunt(A), MckBrt-Acc/Rchg(33), MckBrt-Taunt/Rng(34), MckBrt-Taunt/Rchg/Rng(34) Level 18: Shadow Fall -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(27), RctArm-ResDam(29), RctArm-ResDam/EndRdx(29), RctArm-ResDam/EndRdx/Rchg(31) Level 20: Gang War -- EdcoftheM-PetDef(A), SvrRgh-PetResDam(31), SprCmmoft-Rchg/PetAoEDef(31), SprCmmoft-Dmg/EndRdx/Rchg(33), SprCmmoft-Acc/Dmg/EndRdx/Rchg(46), SprCmmoft-Acc/Dmg/Rchg(50) Level 22: Fearsome Stare -- GlmoftheA-Dam%(A), CldSns-%Dam(23), UnsTrr-Stun%(43), SphIns-Acc/ToHitDeb(46), SphIns-Acc/EndRdx/Rchg(46), SphIns-ToHitDeb/EndRdx/Rchg(48) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(43) Level 26: Call Bruiser -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Dmg/EndRdx(37), SuddAcc--KB/+KD(37), ExpStr-Dam%(37), SlbAll-Dmg(40), SlbAll-Build%(42) Level 28: Dual Wield -- Apc-Dam%(A), Apc-Dmg/EndRdx(42), Apc-Dmg(42), Apc-Dmg/Rchg(43), Apc-Acc/Dmg/Rchg(48), Apc-Acc/Rchg(48) Level 30: Boxing -- EndRdx-I(A) Level 32: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(34), StdPrt-ResKB(50) Level 35: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36), Rct-Def(36), Rct-Def/EndRdx(36) Level 38: Dark Servant -- CldSns-%Dam(A), CldSns-Acc/EndRdx/Rchg(39), CldSns-ToHitDeb(39), CldSns-ToHitDeb/EndRdx/Rchg(39), CldSns-Acc/ToHitDeb(40), CldSns-Acc/Rchg(40) Level 41: Upgrade Equipment -- EndRdx-I(A) Level 44: Dark Embrace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45) Level 47: Super Speed -- Empty(A) Level 49: Burnout -- RechRdx-I(A), RechRdx-I(50) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) Level 50: Support Core Embodiment Level 50: Musculature Core Paragon ------------ Notes on the slotting: Enforcer empty slot is Shield Breaker. Enforcer slotting continues to be a problem. At least with Traps I could slot Achilles Heel into Acid Mortar and maybe just give up on slotting it in the enforcers - here it's mandatory. There's just no way to achieve everything I want from them - maxed +def, maxed +damage, at least some -end - in just 3 slots. Still needs work. I'm quite happy with the rest of the slotting in Thugs/Gang War/Bruiser. They're missing the small +def aura but there's options to fit it in if I really find it useful. The build itself reaches some decent defensive stats without trying too hard. Basically max S/L res, 60% neg, 35% energy, 30% toxic/psionic, and 30-ish s/l/melee def. With the amount of -tohit it has you can tank the initial salvo and then floor the enemy's to-hit. It definitely relies on its debuffs for tankiness though - it's not like /traps which was almost-softcap def and cap s/l res. There's some test slotting going on as well. I wanted to see if adding an MM attack was worth it, so I slotted dual wield. The damage is actually quite decent, but there's realistically no time to cast it, since you want to rotate provoke/twilight's grasp constantly, and cast whatever else is off cd(fearsome stare, tar patch, howling twilight). Verdict is that the slots are better used elsewhere. This build is very endurance hungry compared to traps. Traps could barely even move its end bar, with this one I had to use blue insps. Definitely something to keep in mind when putting it together. Provoke worked out OK without melee, but I had to spam it, so I think it's worth 6-slotting with the damage proc just to squeeze out some extra DPS out of it. The healing on Twilight's Grasp is, as expected, quite insane, and almost completely pointless vs the Rikti Pylon. It will either oneshot your minions, or never have a chance to kill them as you fullheal them every 4 seconds. However, I was spamming it on CD to stack -regen. I didn't notice a significant difference between the performance of enforcers + tar patch and enforcers + acid mortar in terms of -res. There were clearly moments where I had 2 tar patches down + an achilles proc, and damage briefly went up through the roof. I had those moments with /traps as well. I experimented a bit whether the stacked -damage from two darkest nights was enough to "tame" the pylon into not oneshotting pets. The results were somewhat encouraging - a full salvo hitting a Punk would deal roughly about 300 damage(half his HP), which you can immediately heal up with your twilight's grasp spam. However, higher damage mobs/mobs that resist debuffs will still be a danger, so you want to be the one taking the hits. I did a few test runs and was seeing some very weird results - pylons dying much earlier than they should(total damage == 21k). Finally, my latest run seems "normal". Punks and Enforcers are combined now. Kill Time - 90 seconds. Enforcers - 90 dps Bruiser - 74 dps Punks - 61 dps Posse - 50 dps(!) Self - 27.5 dps Arsonist - 25 dps Dark Servant - 12 dps These numbers are familiar, they are very similar to /traps, except for two points - the punks and posse overperforming significantly. I think this is partly due to the new slotting, and partly due to no posse members dying from stray shots, thanks to the healing spam from me and fluffy. Looking from a long-term perspective though, higher DPS on punks/posse is not what you want, since those minions get their damage nerfed significantly in +X content. Oh well. The dark servant performs admirably - the 12 dps is almost entirely from the Cloud Senses proc. My dps is mostly the double procs from Twilight's Grasp, and some damage from dual wields I managed to sneak in. Total damage done is 28200, which is a bit surprising. I could clearly see the Rikti Pylon regenerating during the fight. The whole point of trying out /dark vs /traps was to see how badly the regen would affect it, and the results are inconclusive so far. A few more tests here, and I'll move on to Necro/Cold. Then it's time to try out all of these builds vs some AVs and die horribly ;D thugs_dark_1.zip
  6. I'm not 100% sure melee was useful(compared to support) in terms of keeping the pylon taunted, however, the fights are way too binary to notice support's effectiveness. My thugs are already softcapped even without support(+def in the enforcers). The /traps rotation is pretty tight - I was spamming provoke/grenade/trap almost all the time, so having to spend time healing individual goons really messes with your flow. Meanwhile, if the pylon focuses me, the damage is just laughable. So in the end anything that forces the pylon to spend more time on me and less time on the goons is good. I plan to try out thugs/dark with support and a properly slotted provoke to see if there's any noticable difference. Dark's big benefit is that the heal is aoe, and the rotation is much less busy(no 5s trap mines to cast..)
  7. I tested out degenerative toxic dot - it's negligible. 21 procs of roughly 12 damage each = 250 damage, so <1% of the total dmg on the pylon. This is with posse proccing it quite a bit(I had a run earlier without posse that had 11 procs). New run changes - provoke instead of hasten, melee instead of support, clarion instead of barrier. Removed dmg procs from Acid Mortar. Some minor shuffling of slots, most notably adding an extra proc to the enforcers. These runs are way smoother - the pylon targets me 80% of the time(it gets worse when I summon the posse, it's like they taunt it or something), doing absolutely nothing. I've attached the logs for each run. Run 1 - 83 seconds - this is in TW/Bio territory 8) Bruiser - 60 dps - missed one of his knockout blows effectively losing like 8 dps Enforcers(each) - 45 dps Punks - 22 dps Arsonist - 20 dps Posse - 20 dps Trip Mine - 17.5 dps Run 2 - 94 seconds The start was messy - the pylon turned and oneshot the arsonist and almost killed the bruiser while I was still positioning. This made me forget to drop poison trap at the start and delayed the gang war. Still, the bruiser pulled through. Bruiser - 82 dps Enforcers - 50 dps Punks - 23 dps Trip Mine - 26 dps Posse - 19 dps Arsonist - 16 dps Run 3 - 87 seconds Another messy start, the pylon almost oneshot a punk and I derped and tried to resummon him. At least I remembered to drop poison trap and throw posse immediately. This time the posse overperformed - 30 dps. The rest were about in line, punks/mines doing slightly less. Bruiser pulled 70 dps. Highlight ouchie: 2019-06-30 19:53:49 Bruiser: Bruiser pulverizes Rikti Pylon with their Knockout Blow for 626.77 points of smashing damage! thugs_traps_1.zip thugs_traps_2.zip thugs_traps_3.zip
  8. Hello all - time for another theorycrafting session! Inspired by the scrapper thread and Dixa's videos, I also decided to try my hand at theorycrafted DPS. Here's how you can do it as well: - Enable Window - Chat - Chat Logging. This is much easier than timers or whatever. - (Optional) Download the excellent SNBR damage meter( ) to drill down in the DPS numbers. The first build I'm trying out is Thugs/Traps. The goals of the build are as follows: - softcap positional def(yet to be achieved) - max s/l res - dps dps dps The build may look a bit janky in certain places because I got tired of theorycrafting the defenses and just wanted to go out and see the DPS. My primary interest was checking how useful procs are in a "realistic" setting. The lack of 20' auras is intentional - I don't like how small they are so I was trying out a build without them Here's the build - it uses Mids Reborn(there's a pinned link in the Homecoming Discord - #at-build-general), so you might need that instead of Pines or old Mids to open it. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Thugs Secondary Power Set: Traps Power Pool: Leadership Power Pool: Fighting Power Pool: Medicine Power Pool: Speed Ancillary Pool: Mu Mastery Villain Profile: Level 1: Call Thugs -- BldMnd-Dmg(A), BldMnd-Acc(3), BldMnd-Acc/Dmg/EndRdx(3), BldMnd-Acc/EndRdx(7), BldMnd-Dmg/EndRdx(7), BldMnd-Acc/Dmg(9) Level 1: Web Grenade -- EndRdx-I(A) Level 2: Caltrops -- EndRdx-I(A) Level 4: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(5), ShlWal-ResDam/Re TP(5), ShlWal-Def/EndRdx(9) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 8: Aid Other -- Heal-I(A), Heal-I(42) Level 10: Acid Mortar -- ShlBrk-%Dam(A), ShlBrk-Acc/Rchg(11), ShlBrk-DefDeb/EndRdx/Rchg(11), ShlBrk-Acc/EndRdx/Rchg(37), AchHee-ResDeb%(40), TchofLadG-%Dam(43) Level 12: Call Enforcer -- SprMarofS-EndRdx/+Resist/+Regen(A), SprMarofS-Dmg(13), SprMarofS-Acc/Dmg(13), SprMarofS-Acc/EndRdx(15), TchofLadG-%Dam(34), AchHee-ResDeb%(34) Level 14: Tactics -- EndRdx-I(A), GssSynFr--Rchg/EndRdx(15) Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), RedFrt-Def(17), RedFrt-Def/EndRdx(17), LucoftheG-Def(21), LucoftheG-Def/EndRdx(21) Level 18: Aid Self -- Prv-Absorb%(A), Prv-Heal/EndRdx(19), Prv-Heal(19) Level 20: Poison Trap -- Lck-%Hold(A), Lck-Acc/EndRdx/Rchg/Hold(25), Lck-EndRdx/Rchg/Hold(25), Lck-Rchg/Hold(27), Lck-Acc/Rchg(27), Lck-Acc/Hold(29) Level 22: Boxing -- Empty(A) Level 24: Gang War -- SprCmmoft-Rchg/PetAoEDef(A), SprCmmoft-Acc/Dmg/EndRdx/Rchg(29), EdcoftheM-PetDef(31), SvrRgh-PetResDam(31), SprCmmoft-Acc/Dmg/Rchg(45), SprCmmoft-Dmg/EndRdx/Rchg(45) Level 26: Call Bruiser -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/Dmg/EndRdx(33), SlbAll-Dmg/Rchg(33), ExpStr-Dam%(34), SuddAcc--KB/+KD(33), SlbAll-Build%(31) Level 28: Seeker Drones -- DarWtcDsp-ToHitdeb/Rchg/EndRdx(A), DarWtcDsp-ToHitDeb/Rchg(42), DarWtcDsp-ToHitDeb/EndRdx(42), DarWtcDsp-Rchg/EndRdx(43) Level 30: Tough -- EndRdx-I(A), GldArm-3defTpProc(40), StdPrt-ResKB(40), StdPrt-ResDam/Def+(43) Level 32: Upgrade Equipment -- EndRdx-I(A) Level 35: Trip Mine -- Erd-%Dam(A), Erd-Acc/Dmg/EndRdx/Rchg(36), Erd-Dmg(36), Erd-Acc/Rchg(36), Erd-Dmg/Rchg(37), Erd-Acc/Dmg/Rchg(37) Level 38: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(39), Rct-Def(39), LucoftheG-Def(39) Level 41: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam(46), UnbGrd-Rchg/ResDam(46) Level 44: Electrifying Fences -- TraoftheH-Dam%(A), TraoftheH-Acc/Immob/Rchg(48), TraoftheH-EndRdx/Immob(48), TraoftheH-Acc/EndRdx(50), TraoftheH-Immob/Acc(50), TraoftheH-Acc/Rchg(50) Level 47: Field Medic -- RechRdx-I(A) Level 49: Equip Thugs -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(46) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), EndMod-I(23), PrfShf-EndMod(48) Level 50: Musculature Core Paragon Level 50: Support Core Embodiment Level 50: Barrier Core Epiphany Level 50: Degenerative Total Core Conversion ------------ And the results after 1 try: The fight was pretty hectic without provoke/taunt aura(I actually meant to test Melee taunt aura here but forgot to switch incarnates..) The pylon kept knocking back the bruiser(probably lowered his dps significantly), and killed a bunch of thugs/enforcers. I think this will go much smoother next time with some tankerminding. Due to the hectic nature I didn't manage to get off as many trip mines as I would want to. Kill Time - 124 seconds (437 "raw dps" as per the pylon thread). Damage analysis from SNBR(rounded, so don't be surprised if they don't add up exactly) Bruiser: 7000 (56 dps, 26% of total damage) Enforcer 2: 4930 (40 dps, 18% of total damage) Enforcer 1: 4181 (34 dps, 15% of total damage) Punk 1: 3070 (25 dps, 11% of total damage) - what an overperformer Arsonist: 2670 (21 dps, 10% of total damage) - :( he died too much, I think Punk 2: 2030 (16 dps, 7.5% of total damage) Posse: 1320 (10 dps, 5% of total damage) - this isn't really fair to them, I summoned them and they got almost immediately wiped out by the pylon Trip Mine: 1340 (11 dps, 5% of total damage) - like I said, fight was very chaotic so I barely got 3 trip mines off. Acid Mortar: 631 (5 dps, 2.5% of total damage) If you add up the damage it ends up at 27000 - the other 3k missing is from the degenerative interface - yeah, that's how strong it is, 10% of total damage! Actual DPS is ~220 - the lack of regen due to poison trap accounts for another 100 "dps". Bruiser The clear champion of the pack - I am very happy with his slotted performance. The Build Up procs all the time - his average Knockout Blow hit is 600(!!). The Explosive Strike proc accounts for 15% of his damage - worth the slot, IMO. Enforcer Very happy with the proc performance on these guys. The single proc accounts for 25% of their damage, and you can also add Shield Breaker. It's worth rethinking the slotting to maybe add a second proc. Thugs The thugs' and posse performance is to be determined, since they were dying a bit too much in this attempt. Acid Mortar I am a bit disappointed in the Acid Mortar - I slotted it with 2 damage procs which I'm not sure is worth it. My plan here was to see if slotting procs into Traps' pseudo pet was worth it, and IMO, the verdict is no. I might keep the Shield Breaker proc simply because it's part of the set. I'll be trying out more setups when I get the chance. Here's my current list: - Thugs/Traps but with a tankermind setup and clarion - Thugs/Dark restankermind with clarion - is straight up OP healing better than tanky pets? - Necro/Cold
  9. The Howler Wolves have a decent attack chain. Ignoring their buffs(really long cds), and assuming pets use high-recharge powers first(that's been my experience) it looks like this: 0.00 - 1.40 - Feral Charge (8s cd) 1.40 - 3.90 - Maiming Bite (6s cd) 3.90 - 5.20 - Vicious Bite (3s cd) 5.20 - 8.20 - (Staring at the sky) 8.20 - 9.50 - Vicious Bite They do spend 30% of their time "doing nothing", but actually, a lot of pets have 20-30% downtime(I think only ninjas have 100% attack chains). The Alpha Wolf doesn't have Feral Charge though, so his chain is closer to 40-50% downtime. The lionesses have skills with similar cds to the wolves, so their downtime is also around 30%-ish.
  10. If you use Pines, you can go to Options -> Advanced -> Database Editor. It takes a while to get used to browsing it, but it contains a lot of useful information. The Accurate To-Hit probably comes from Blinding Powder.
  11. In an effort to squeeze out more DPS out of pets, considering the limited effective slotting options, I've been experimenting with adding damage procs. Disclaimer: I'm fairly new to the game(this is my first server!) so I may have gaps in my understanding, and some of this is theoretical(I haven't tested every pet/proc combination) Before we discuss procs, it's useful to discuss damage on pets in general. From https://paragonwiki.com/wiki/Purple_Patch we can see that our pets have the following damage modifiers at +0/+4: Pet +0 +4 Minions 0.80 0.15(!) Lieutenants 0.90 0.30 Bosses 1.0 0.48 Pet damage varies wildly depending on the primary, and I haven't really done a thorough "dps" analysis, but this sheet helps with some ballpark numbers - https://docs.google.com/spreadsheets/d/19VuZ9zJ_8eKN11JytgaK9mt9Fy-8pjANopb-FGh68Uw/edit#gid=537542171 Unfortunately, that sheet doesn't take the purple patch into consideration, which varies pet dps even more. As you can see(or maybe not, that sheet took me a while to understand ;D), most minions do 10-20 dps per pet - battle drones being the low end and genin the high end. Unfortunately these numbers don't have purple patch scaling applied to them. Also, take these "dps" numbers with a grain of salt, and only as a comparison between MM pets. Here's some quick numbers on what you can expect at +0/+4 : - 15 avg "base dps" per minion - 12 at +0, 2.25 at +4 (!!) - 25 avg "base dps" per lt - 22.5 at +0, 7.5 at +4 - 35 avg "base dps" per boss - 35 at +0, 16.8 at +4 (this one has the highest variance, so YMMV) You can see how your minions are worth less and less at higher +x, and your lts and boss contribute most of the damage. This is unfortunate for necro for example, which has the lowest dps boss(10), and mercs, which have a low dps boss AND low dps lts. Now, onto procs, a quick primer: Procs work on a so-called "PPM" system. What this means is that the chance to trigger takes into account a power's activation time + recharge time. So if a proc has 1 PPM, and you slot it into a power with a 30s activation + recharge time, you'll have 50% chance to proc each time you use the power. More info here(especially on AoE attacks) - https://paragonwiki.com/wiki/Procs_Per_Minute Here's the good, the bad and the ugly about procs on pets: - (Good) - procs aren't scaled down by the number of pets - a proc into minions will not do a third of the damage as a proc in a boss! This means that MMs are uniquely positioned to abuse the hell out of procs, as we can multiply the number of sources - (Bad) - since pets don't benefit from recharge, this isn't necessarily as strong as you might imagine. Most "real dps" have 200% recharge or more, which means they get triple the benefit out of each proc they slot in already(procs use base recharge time to calculate the chance to proc). - (Good) - procs will slot into every power a pet has that can take it. That means if you slot your enforcers with "Touch of the Lady Grey", every one of their attacks(except blast clip..) will proc it! That's some slotting efficiency. - (Bad) - procs will scale their damage based on the pet's level, so procs in minions will do 0.8/0.15, and so on. Don't expect procs to solve our dps problems in +4. - (Ugly) - procs cost slots, which puts even more pressure on the MM primaries without an extra pet :( So what can you realistically expect from a proc? Let's take an example - a Thug Enforcer with slotted "Touch of the Lady Grey"(Chance for Negative Damage). Lady Grey is a 3.5 ppm proc for about 80 damage - if the pet is just cycling its powers constantly you can expect ~4.5 "dps" per power. For an enforcer, that's 3 powers, or 13.5 "dps". If you compare that to the "base dps" they do(25), that's a pretty hefty increase for just one slot! Here are some procs you can slot into your minions: - Explosive Strike - Chance for Smashing Damage - Knockback attacks - Touch of the Lady Grey - Chance for Negative Damage - Defense debuff attacks - Cloud Senses - Chance for Negative Damage - ToHit debuff attacks - Impeded Swiftness - Chance for Smashing damage - Slow attacks Here's what this looks like on some of the MM primares: Necromancy 1. Zombies - they only have Siphon Life, which is a 30s cd. You can slot Cloud Senses, but a 30s cd will not make use of all 3.5 ppm, you can only get max 2(this is because the chance to proc per cast is capped at 100%). 2. Grave Knights - Headsplitter, Disembowel, Hack and Slash can all slot Lady Grey. Dark Blast and Gloom can slot Cloud Senses, but you can't slot Cloud Senses into GKs(even though you can slot it in your own Dark Blast/Gloom...weird). This means you're looking at at extra 18 "dps" per GK - an over 50% increase! 3. Lich aka Proc Daddy - With just one Cloud Senses you're slotting Dark Blast, Torrent, Tenebrous Tentacles, Life Drain and Fearsome Stare. Two of these attacks are AoE! This more than doubles the Lich's measly "base dps" of 10. Here's a sample of the Lich proccing some fools: 4. Soul Extraction! Ghastly Blast and Life drain will work with Cloud Senses, providing you some extra "oomph". The Wraith is a Lt-style pet I think, just one level below you, so it's a noticable damage increase even in higher +x Thugs 1. Punks - Both Dual Wield and Empty Clips can slot Explosive Strike. The only problem is that this affects 2/3 minions, and well, minions(did I mention 0.15?!) 2. Enforcers - Uzi Burst, Uzi Cone Blast and Uzi Heavy Burst can slot Lady Grey. Spray and pray, baby. 3. Bruiser - Almost every one of his attacks is a knockback. We're talking Punch, Jab, Hurl, Knockout Blow, Foot Stomp...yeah, he's a proc beast. The only problem is he already deals so much damage, the procs are a relatively lower damage increase for him than anyone else. 4. Gang War? I don't think you can slot any procs into it. Demons (untested) Their biggest strength - variety - becomes their biggest weakness here. You can technically slot Impeded Swiftness into the Cold Demonling, but that's pretty weak. Luckily the Prince is all about the Slow, so an Impeded Swiftness on him should boost 5 of his attacks, a pretty hefty damage increase. Ninjas (untested) The Ninjas are already under serious slot pressure. Jounin are the only ones that get a decent number of procs(3 Lady Grey). Might be worth the slot. Mercenaries (untested) These are the guys that gave me the idea to try out procs, but I never got around to testing them. After looking at their attacks in Pines, the situation is pretty depressing. Wish mercs could get some love. :( 1. Soldiers - 3 attacks for Lady Grey. Decent, but it's a minion, so.. 2. Spec Ops - 2 attacks for Lady Grey. Unfortunately, they'll also spend a lot of time using their varied CC, which can't really be slotted for procs. 3. Commando - 2 Explosive Strike, 2 Lady Grey. Not as impressive as Demon Prince or Bruiser, since you need to use up 2 slots. Summary Overall, it's usually Lts and Bosses that benefit the most from procs. Necromancy and Thugs seem to benefit the most, and they can afford the slots. I'll try to edit this post as I collect more information and testing(and get around to Beasts and Bots...).
  12. I've been meaning to try out stalker and finally settled on a broadsword/ice build, with chilling embrace being a noticable part of the choice(I like slow/-recharged mobs). I was reading the archived old forums and found a post that mentioned Chilling Embrace breaking Placate/ATO Hide. Specifically, they said it was suppressed during normal hide(good), but if you placate/trigger hide from an attack, chilling embrace would almost immediately take you out of it(not good). Has anyone played an /ice stalker to be able to confirm/deny this?
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