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Everything posted by Bopper
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I also thought Tankers made sense for Proc Monster analysis. I was thinking Titan Weapons with the defense debuff and knockback procs with momentum improving cast times could lead to decent attack chains.
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Performed a test with a Tanker just now. Only looking at the single target melee attack, Crippling Axe Kick, which has an 11 second recharge and 1.6 second cast time. Test 1: No recharge slotted, using a 4.5 PPM purple proc. If it uses a ST formula, the probability to proc is 90%. If it uses a 10 foot radius for an AreaFactor calculation, the probability to proc would be 44.5% First thing I'm looking for is any procs via Gauntlet. I did 58 attacks, not once did a Proc occur on an enemy other than my target (expected). Next thing I'm looking for is if the ST attack uses ST PPM formula, or if it has an Area Factor due to the Gauntlet. Of my 58 attacks, I had 52 procs. This suggests the ST formula is being used (expected). Test 2: Used the taunt set damage proc Perfect Zinger. Of my 62 attacks, 51 had procs (82%). For a 3.5 PPM proc, I expected 73.5%. I was a bit lucky, but either way we can clearly confirm it did not use an Area Factor of greater than 1. In terms of finding anything special with Tankers and its Gauntlet inherent, I see nothing that would have different PPM mechanics than expected. I'll revisit this if anyone does see something that I missed during my limited testing (didn't see procs hitting other targets, didn't see degradation in single target attack procs).
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When you get Farsight, you shouldn't need ACC. Go ahead and load that baby up with 4 damage procs and 2 hold procs. It'll be fun to hold an Elite Boss and wittle him down with proc damage.
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I did some testing just now, and it appears -75% recharge debuff is the maximum debuff, so 4x increase in recharge times. I tested against Minions, Lieutenants and Bosses in PI, all -75%
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Gahh, we were replying at the same time. I edited my previous post, so take a look. I did some tests that should help.
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Only the version is unique. So your character can only slot 1 Unbreakable Constraint: Hold Duration, but you can still slot the other Unbreakable Constraint enhancements (only 1 of each as they're all unique). If you slot them into the same power, you will start unlocking those set bonuses.
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Tesla Cage has a 10 second recharge and 2.17 second cast. If I recall, the hold procs are 3 PPM, so I believe the probability for one to proc is 60.8%. This would mean you have a 37% chance for the Mag 7 hold. Also a 47.6% chance that just one procs for a mag 5 hold. This leaves only a 15.3% chance that none procs (Mag 3 hold). I haven't tried it, personally, but I almost did using an epic hold that did have a 90% chance to proc. I think I was going to 6 slot Soul Storm with 4 damage procs and 2 hold procs that I could cycle every 10 seconds. Kinda wish I had so I could answer your question specifically, but I have no reason to believe the holds won't stack. Edit: I was able to confirm that both the Lockdown and Devastation proc will stack for a Mag 7 hold. However I was wrong about Lockdown, it's a 2.5 PPM proc, so disregard my previous calculations. The Lockdown for Tesla Cage would have a ~50% chance to proc and the Devastation would be ~60%. So probability you get a mag 7 hold is 30.9%, prob for mag 5 is 49.8%, and prob for mag 3 is 19.3%. Also, it seems I could get the procs to stack with themselves too. I slotted my Time Stop with the Lockdown proc and occasionally achieve a mag 4 from Lockdown through double stacking.
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That's one of the hacks I believe Number Six mentioned, where damage is suppressed to only the targeted critter. I've thought about how to test it though. Using CAK, with no recharge slotted, a purple proc would fire 90% of the time, but only 44% of the time if a 10 foot radius is used in the formula. That won't take long to determine. I would do this test in a cluster of enemies to determine also if there is any splash proc damage, which also won't take long to determine. If I use a 3.5 ppm Taunt proc, it would be 74% and 35%, respectively. I can probably do this test today. But before I do, let me know if there is anything else you want me to look at with this test (just in case if I missed something).
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I like the explanation of recharge debuffing. It's always easy to remember that recharge buffing has diminishing returns, but recharge debuffing is the opposite (like resistance and defense buffing). Although you still have to take the full alpha strike, at least that is the only strike.
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I don't think you need to be too conservative with the recharge. The 90 second base will keep you at Proc max for anything other than 1 PPM procs even with 100% recharge slotted. Also, although the attack takes Target AoE sets, the initial cast is single target and will have an AF of 1, or at worst it has a 7 foot radius for an AreaMod of 1.7875. So even in the worst case scenario, you need almost 200% slotted recharge to not hit 90% of the time. You won't hit that. As for the summoned pets, they will use the Toggle formula, thus slotted recharge won't matter. Ultimately, would you rather have the power up every 30 seconds with 200% recharge (all from global) or every 22.5 seconds (with an additional 100% slotted recharge).
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This is still something I wanted to test to determine if there is anything wonky with Tankers and the use of gauntlet. Since you brought it up, I did dig into my spreadsheets to see what is said about Tanker Melee. First, it doesn't summon pseudopets. Each attack shows as a sphere attack, and it does the things City of Data shows (that you posted). Instead it seems there are some other hacks going on. The first thing I see is a field for Additional Power Factors which shows ProcsMainTargetOnly = True. So I suspect the Taunt AoE will not proc the other enemies. Luckily, this is very simple to test. Go to Rikti Monkey Island in PI and start hitting a monkey to see if any nearby get hit by a proc. If no, then that's our confirmation. The other thing I now wonder about is if all of the Tanker's attacks have an AreaFactor that feeds the PPM calculations. I suspect not, as that would've been discovered by now, but also I recall Number Six mention that they had hacks for that too. I dont know where to begin to search the source code for that, so I would probably just test it. The results would be obvious.
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Toggles are hurt by two things...the fact they use only 10 second activate periods and they are wide area of effect powers. But I am not of the mindset that they are useless in toggles/patches. It just depends on the situation and the quality of the proc. For example, maybe you have a toggle that does KD/KB, the Force Feedback proc is perfect for it. Perhaps you are in a large team with pets and you have Tactics, Gaussian is great for that. Perhaps you have Distortion Field which takes up to 5 damage procs and can easily be double stacked (sometimes triple stacked), you can get good use out of that. Truth is, the old way was broken. This is a better system. Unless someone can propose a better system that doesn't re-break it, I will keep that belief. But in general, you're right, the cost of an enhancement slot for a proc in a toggle will usually not be worth it. But it does offer splash damage, and in AoE fights, that is something. But if you're fighting a Rikti Pylon, it will leave you disappointed.
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Good to know, I haven't played with insta-snipe yet, so I wasn't sure if it required "To-Hit" or if is was "Chance to hit".
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I’ve been thinking the same thing recently. I think one of the radiation debuff toggles can be slotted fairly heavily with procs. And I think its pbaoe stun toggle can also. But I need to recheck. Are you guys suggesting to cast a toggle, hope to proc, detoggle, repeat? If so, I've done this test. The chance to proc when casting is the same as it would be anytime the toggle would proc. If it's just to cheat the system and proc faster than every 10 seconds, sure you can do it, but I don't think you'll get much benefit given the amount of time it takes to cast the power.
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You probably won't. Farsight will be perma 17.8672% to hit. With a base of 75% that leaves you a little short, but you might cover the rest with accuracy boosts. However, if you are playing against +4 level enemies, your base ToHit will be 39%. So always keep in mind the fact the base 75% to hit is assuming +0 enemies. Here is a link to attack mechanics if you want to scroll to the bottom and look at these numbers for other levels. https://paragonwiki.com/wiki/Attack_Mechanics
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I agree with your approach. So my recommendation is still dependent on your using Procs or not, and if the Agility alpha would negatively impact that performance.
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You don't get Power Boost for using whenever it's on cooldown. You use it to pair with Farsight. Farsight lasts for 2 minutes, so when you cast Power Boost right before Farsight, the 78.672% boost lasts for the entire duration of Farsight. This basically will add 7.3755% defense on top off whatever you had before (also adds 7.8672% ToHit). So when building your character in Mids, turn off Power Boost, but just know to add those totals to whatever you achieve in your build. So the goal would be to get to 45% - 7.3755% = 37.63% defense. If you achieve that, then you'll know you'll be permanently softcapped with power boosted Farsight. Now, you always want to have Power Boost on the ready for Farsight, but if you want to use Power Boost for other things in between, you can. Just monitor it. Personally, I use the Countdown Timer on my powers (you can enable that in your options, if you haven't done so already). Then I use Destiny with my Farsight, because Destiny is always a 2 minute cooldown, it tells me when I need to recast Power Boost and Farsight again. I watch that timer to let me know if I can use Power Boost on other things, such as wanting to Boost a mez attack or do a super strong heal. If I don't think Power Boost will recharge before I need to cast Farsight again, then I wait.
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Seeing as how you're Electric, I imagine the Endurance Modification is required (otherwise I would recommend Intuition Radial). If you aren't using procs, then go Agility. Otherwise, go musculature.
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Definitely has the 3 purples in there (Controller, Hold and AoE). Also an Obliteration, and I think that might be it for damage procs. Also looks like a -Res proc (FotG).
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Completed some tests on toggles. Two things of interest came out of it. Procs can only trigger when the power triggers/ticks (we knew that), and the Activation Period of the Proc's enhancement is 10 seconds (we also knew that). However, this does not mean a Proc must wait 10 seconds after triggering before Proc'ing again (Did you know that?.... I didn't know that). It appears the Proc has an opportunity to trigger once per 10 second window, where the opportunity is the first tick from the power within that window. I have updated the front page to describe this behavior. Look for the World of Confusion example in the Activation Period section. The TL;DR of this is basically, the Proc will AVERAGE one opportunity per 10 seconds, even though those opportunities will not necessarily be every 10 seconds. In the World of Confusion example, the gaps between Proc opportunities bounce between 12 seconds and 8 seconds, averaging 10 seconds. If you cast a toggle, let it Proc on the first tick, then de-toggle, you can re-toggle to Proc again on the first tick, even if it's within 10 seconds. This is more of a neat to know, as I have not noticed any obvious utility/exploit from doing this (although I know someone who could probably muster up something clever). Anyways, with World of Confusion, I was able to cast it once every 7 seconds and achieve Procs on each cast. Take that for what it's worth.
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If you love the Defender's Proc Monster thread, you will love the Controller's version.
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It looks like you're correct. I just looked at the characteristics of the Panacea proc and it does appear to be two Procs in one, each proc having 3 PPM. I haven't done enough research on auto powers, but I suspect every 10 seconds a proc check is done on yourself, and the probability to proc would be 3*10/60 = 0.50. So there is a 50% chance every 10 seconds that you will get one of the procs, 25% of the time you get no procs, and 25% of the time you get both procs. Now, I could be wrong on parts of this. I thought I read in the past some formula that is used for the endurance procing, where it calculates a fixed rate for the endurance, in this case 3 PPM would result in the endurance proc'ing once every 20 seconds consistently (Performance Shifter would be once every 40 seconds). Again, I am going off memory of what I read awhile back, so just take this with a grain of salt. I will test it and hopefully have an answer by the end of the weekend. Edit: Looks like I don't have to do the test as somebody already recently has (thanks @HelenCarnate). It does appear to act as a typical proc, every 10 seconds having a 50% chance to provide you with 7.5% of your max endurance and also a 50% chance to provide you with a heal. I hope that helps @Vanden. Thanks for bringing it up, I did not realize the +endurance and +heal worked as separate procs.
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I have not done extensive testing, as I have always used it in Health. It triggers twice as often as the Performance Shifter proc (as expected, 1.5 ppm). As for triggering separately, can you clarify? I feel like I always notice them trigger right after each other. If there is a specific way you'd like me to test it (in a click power, or in Health), let me know and I'll monitor it next time I test.
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This might help, but if not, try doing a search on costume AND binds. I know I've seen this topic a few times. https://forums.homecomingservers.com/topic/6551-i-had-a-crazy-idea-and-it-worked/?tab=comments#comment-58694