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Bopper

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Everything posted by Bopper

  1. That won't be how we would tweak the formula, as I believe a 2nd Buildup would result in replacing the original Buildup (thus cutting off whatever buildup time you had remaining). Also, I am not sure how you're defining Ability Cooldown, but it should be the MRT + ArcanaCastTime. If you want an exact formula, give me some time to think about it and I can maybe get you something.
  2. Assuming the Ability Cooldown is greater than 5.25s, then yes. If you're firing the power faster than that, then we would need to tweak the formula for dealing with probability of overlap
  3. I assume you would want something that is survivable while provides as much damage from auras and a good PBAoE attack you can put on auto? Or did you have something else in mind?
  4. Are you trying to calculate what the overall average impact of what the decimation build up proc will provide you? If so, it would depend on how often you fire the power, which would be the first formula you show. However, youd have to factor in accuracy, as it's not guaranteed you would hit every time the power is off cooldown (at best it would be 95% of the time). Also, the buildup proc is not guaranteed 80% damage boost. The amount is determined by AT. If you use the link that shows Macskull's list of procs, it should also show what Buildup % it is for each AT.
  5. Hmmm... might have a new problem with Interface Procs. I re-ran a test using the 50% DoT from Spectral Interface which also carries the 10% Immobilize. The DoTs are now working perfectly, but not once did it show "You Immobilize..." in my chatlog. It showed up about 10% of the time a few days ago.
  6. I see. That was actually what I meant to test when I came across the root cause. I expected a T3 with no secondary proc to perform as expected. When it didn't, that helped put a spotlight on things.
  7. This might help.
  8. He might have been asking about whether or not Cancel on Miss is still a thing. Not sure what he meant by "tied together". @Armaros, can you clarify your question?
  9. Yes!!! Glad this made it in so quickly.
  10. Agree with the posts above, Brutes are just right. Maybe a hair on the overpowered side, but with recent tanker buffs the brutes sit in a nice spot with Scrappers and Tanks. Picking one over the other is really a choice in flavor.
  11. On page 6 of the comments, I did an extensive look at glue arrow. Target AoE patches are unique as the initial cast is a single target click attack which has a higher chance to proc on the target, then the patch itself uses the patch formulas. Edit: I dont remember which version of Glue Arrow I used, but I think it was Defender. Things should be the same for the Blaster version, but you would get more proc options since it does damage. Edit #2: I should still answer your questions. The patch will have a chance to proc when summoned (right after casting it), then again every 10 seconds until the patch dies. For glue arrow, I think it's a 30s duration. I dont remember if it procs at 0s, 10s, 20s and 30s, or if it only procs at 0s, 10s, and 20s. The patch should work just like caltrops as far as procs are concerned. It will use a 10s activate period, and whatever radius the patch is will feed into the proc formula. I would say it is worth using procs in, but that is always a build specific question,as proc damage is less impactful to blasters as their base damage is already so superior.
  12. Melee offers up Status Protection which is very helpful. Since Time is an ideal tankmage set, Melee pairs well with it. Personally, I wish I had grabbed it myself (went with Assault for the hell of it).
  13. Although sonic doesnt have -def, all ATs have access to Weaken Resolve, which is a great power for procs and it offers -resistance as well. You can achieve some incredible debuffs with sonic using Weaken Resolve in an attack chain, although it's mainly single target debuffing.
  14. Looking at City of Data, it looks like Rain of Arrows summons 2 pseudopets, so that should give you 2 proc opportunities, but it's still with the pseudopet formula. The only good side I see with RoAs, it has a 60 second recharge, so with enough recharge you could fire it every 15 seconds, and hopefully 2 proc attempts per 15 seconds will help. I personally havent tested it though, so take it with a grain of salt...it could still be just 1 proc opportunity for all I know.
  15. It's because Rain of Arrows is a location AoE that you drop a pseudopet to (also referred to as a patch). So it does not use the click formula (where recharge matters), it uses the Toggle formula (where it's PPM*10/60/AreaMod). So there is some good and bad to this, the good is you can enhanced the recharge as much as you want and it won't affect the performance. But the bad is the fact it uses only a 10 second activation period (much less than your base recharge). Now, I forget how long Rain of Arrows lasts for, but you will get a proc opportunity when you cast it, then again every 10 seconds until the pseudopet/patch goes away.
  16. Sorry for asking an off-topic question, but in those pigg files, do you see any descriptions for powers, such as cast times, damage, base recharge, etc?
  17. Thank you for the clarification. I was responding from memory (which isn't great), which is why I posted the links to the correct info just in case I was misspeaking. That's good info to know, and I'll have to go back and look a little bit more carefully at the details.
  18. I think Cold/Sonic defender can do the job.
  19. The debuff is unaffected and its roll is independent of the DoT roll. I havent necessarily tested to monitor this, but when I was testing the 50% DoT proc, it had a 10% immobilize debuff proc too. Out of the 2,096 samples, I believe the immobilize proc'd about 9.6% of the time. So no impact.
  20. Interface Damage over Time (DoT) Procs How to Quantify Their Effects by Bopper Written: 14 February 2020 Last updated: N/A Some quick news. The bug causing Interface DoT procs to under-perform has been found and a fix should be easy enough to implement and hopefully will go live soon. With that being said, I wanted to put together a quick guide (or crib sheet, really) that details how you should quantify the effects of the Interface DoTs (once the bug is fixed, that is). This should help you decide if/which Interface DoT is right for your build. How do the Interface DoT procs work? The description of the Interfaces will read as “Adds… a Minor/Moderate DoT (X% chance) to most damaging attacks”. This phrasing causes some confusion as most assume this to mean there is an X% chance that each of your attacks will add 5 ticks of Damage over Time. In actuality, the Interface procs are mechanized such that each of the DoT ticks will have an X% chance to proc; however, once a tick misses all remaining DoT ticks are cancelled. This is what’s referred to as “Cancel-On-Miss”. How much damage do Interface DoT procs do? There are 5 Interfaces that offer a DoT proc: Cognitive (Minor Psionic), Degenerative (Minor Toxic), Reactive (Moderate Fire), Preemptive (Moderate Energy), and Spectral (Moderate Negative Energy). The Minor damage DoTs do up to 5 ticks of 10.71 damage each, and the Moderate damage DoTs do up to 5 ticks of 13.39 damage each (25% stronger than minor damage). Those numbers assume same level enemies (refer to Purple Patch mechanics if you’re considering fighting weaker/stronger enemies). What can I expect from a 25% DoT proc? This is the lowest performer of the bunch as it is very likely to miss on an early damage tick, resulting in all subsequent ticks to be cancelled. That being said, what is the expected performance? Probability and Expectation of Exactly X Ticks Proc'ing (25% DoT) X Prob(X) E[X] =X*Prob(X) 0 75.00% 0 1 18.75% 0.1875 2 4.69% 0.09375 3 1.17% 0.035156 4 0.29% 0.011719 5 0.10% 0.004883 Total 100% 0.333008 These numbers tell us that on average, each attack will do 0.333 ticks of damage. Given that a Minor DoT does 10.71 damage (Major DoT does 13.39 damage), this equates to averaging only 3.57 more damage per hit (or +4.46 damage, for Major DoT). What can I expect from a 50% DoT proc? This is the middle performer of the bunch and is only available as a Tier 3 Interface Proc. Below is its expected performance. Probability and Expectation of Exactly X Ticks Proc'ing (50% DoT) X Prob(X) E[X] =X*Prob(X) 0 50.00% 0 1 25.00% 0.2500 2 12.50% 0.2500 3 6.25% 0.1875 4 3.125% 0.1250 5 3.125% 0.15625 Total 100% 0.96875 These numbers tell us that on average, each attack will do 0.96875 ticks of damage, which equates to averaging +10.375 and +12.969 more damage for the Minor and Major DoTs, respectively. In this case, doubling our Proc probability nearly tripled out added damage performance. What can I expect from a 75% DoT proc? This is the top performer of the bunch and is only available as a Tier 3+ Interface Proc. Below is its expected performance. Probability and Expectation of Exactly X Ticks Proc'ing (75% DoT) X Prob(X) E[X] =X*Prob(X) 0 25.00% 0 1 18.75% 0.1875 2 14.06% 0.28125 3 10.55% 0.316406 4 7.91% 0.316406 5 23.73% 1.186523 Total 100% 2.288086 These numbers tell us that on average, each attack will do 2.288 ticks of damage, which equates to averaging +24.505 and +30.632 more damage for the Minor and Major DoTs, respectively. In this case, using a 75% DoT proc instead of a 25% DoT proc has increased the average DoT output by 587% (so nearly 7x damage). Using a 75% DoT proc instead of a 50% DoT proc increased the average DoT output by 136% (more than 2x damage). Can you show your work?
  21. Lol, that may or may not have been intentional.
  22. You might be right. I suppose I assumed the regeneration would buff (to crazy dumb numbers), but I honestly have never checked.
  23. I dont want to misspeak, so please look at this. It helped me understand this matter immensely. But in short, only set bonuses stop working if less than 3 levels of the IO's CURRENT level. So a lvl 45 IO will have its set bonus stop working at lvl 41 and lower. Enhancement effects (including global effects) will work down to 3 levels below the LOWEST POSSIBLE level the IO COULD be. So, if you have a lvl 40 IO with a +10% Recovery, and that IO has a range from levels 20-40, then that +10% Recovery will work for you down to lvl 17. https://paragonwiki.com/wiki/Attuned https://paragonwiki.com/wiki/Exemplar_Effects_on_Enhancements
  24. First, I'd recommend reading the Paragonwiki. https://paragonwiki.com/wiki/Invention_Origin_Enhancements#Procs How are you defining procs as active? Typically a proc requires you to have access to the power because a proc effect won't trigger unless you use the power. So if you're exemplared and lose access to the power, you can't proc off it anyways. Now, there are global IOs that get called procs when they're really not. Like the +Recovery Miracle. Preventative Medicine should be treated as a Global IO, so its effects should always be on, even if exemplared...unless you exemplar less than 3 levels below the lowest possible level of the IO. Again, read the link I gave (I pointed to the procs, but the whole page is good).
  25. If it can be power boosted, it can do the combo. I take grant invisibility, and I dish out essentially Weave to all my teammates. Not that they need it with my Farsight, but it's another 120 second duration power getting beefy. I believe Temporal Selection also gets heavily boosted.
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