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Bopper

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Everything posted by Bopper

  1. I could be wrong, but I thought they wanted a Soul build. Not sure if it matters though. The power boost would make Farsight more potent, so you probably just sub that in for dark consumption, and everything else is the same?
  2. You should definitely put it in your Mass Levitate. Since you're looking to only affect yourself, having up to 10 opportunities to proc is better than 1 opportunity. That said, if it came down to a single boss, and you have no other minions to proc off of, then single target would be optimal. But generally speaking, go PBAoE. And if you can, minimize the enhanced recharge in the power to better improve the proc performance per activation. Makes sense. Looks like I'll put it in Mass Levitate. Thanks for the advice. :) Before you do, I just noticed something. Since the Proc is 5 PPM, you can actually maintain a 90% chance to proc if you keep the recharge enhancing below 80%. As for Mass Levitate, if you had the same 80% recharge slotted, you would need to hit 3 targets to get to 90%. So definitely keep that in mind. However, if you're looking to use Superior ATO and 6 slot it, you will have a recharge of approximately 100%. That would drop your probability with the ST to 83.3% chance to proc, while the PBAoE will have a 49% chance to proc off each target. If you hit 3, your chances of Proc'ing at least once is 86.8%, with 5 targets it's 96.6%. I also see that it stacks, so perhaps if you hit more than 1 target in the attack, you will stack with the one attack. That would be ideal. So in the end, if you plan to need it for mobs, definitely put it into the PBAoE. For a ST baddie (an AV that just won't go down), you might want to put it in your single target attack
  3. You should definitely put it in your Mass Levitate. Since you're looking to only affect yourself, having up to 10 opportunities to proc is better than 1 opportunity. That said, if it came down to a single boss, and you have no other minions to proc off of, then single target would be optimal. But generally speaking, go PBAoE. And if you can, minimize the enhanced recharge in the power to better improve the proc performance per activation.
  4. The answer to that question depends on the enhanced recharge of the power, the cast time of the power, the radius of the PBAoE attack power, and the number of targets the PBAoE can hit. Feel free to check out this thread for some of the current findings with the PPM mechanization. What Proc and powers are you considering? I can help more with that information.
  5. Hail of Bullets (5 tgts): Prob3K = 62.2% Probability if 4 hit: 98.0% Prob4k = 77.4% Probability if 4 hit: 99.7% Number of Attacks: 87 Number of Hits: 418 Number of Procs: 90 Procs/Attack: 103.4% Procs/Hit: 21.5% So that's not a typo...every attack had a proc and on 3 occasions I observed a 2nd proc go off right after the 1st one wore off, giving me 10 seconds of 100% recharge boost. It is rare, but there is something to attacks that have ticks of damage getting more opportunities to hit and potentially stacking the Proc (not refresh). Hail of Bullets (1 tgt): Number of Hits: 66 Number of Procs: 53 Number of Stacked Procs: 3 When factoring in the stacked procs, we had 66 attacks on a single target and 50 times there was atleast 1 proc. That is 75.8%. That lines up almost exactly with the updated Synapse formula for AreaMod (1 + Radius x (11 x Arc + 540) / 40000. At this point, I suspect this is the correct formula, but I will continue to monitor. In my next test I will attempt a chain to maximize uptime of the FF proc and try to determine if it could remain seamless with all attacks, or if the seamless stacking I've been seeing is only if it's from the same power.
  6. Empty Clips Base Recharge: 10s Enhanced Recharge: 10s (0% added recharge) Cast Time: 1.67s FF Proc: 2PPM Probability to Proc: 18.0% Number of Hits: 761 Number of Procs: 175 (23.0%) Once again, a large discrepancy from the formula, but this one is on the other end of the spectrum, greatly out-producing the expected results. This test was done only against a single target. I am re-running the test against 5 targets and will update this post with those results. *UPDATE* More details are mentioned below from discoveries of the multi-target test for Empty Clips. It appears there is a good chance Synapse did tweak the AreaMod formula, which would mean the true formula is possibly AreaMod = 1 + Radius x (11 x Arc + 540) / 40000. If this is the case, the probability to proc off of 1 target would be 20.8% for Empty Clips (if no recharge enhancements). That value is still less than the 23% I observed from testing, but it's not nearly as egregious. Empty Clips (5 targets): Number of Attacks: 906 Number of Hits: 4307 Number of Procs: 597 Procs/Attack: 65.9% Procs/Hit: 13.9% It is worth noting that I did not see the double FF Proc stacking like I saw last night with Bullet Rain. This makes me suspect that a Damage over Time element may have played a part in that. I will revisit Bullet Rain and update my analysis in the near future. This does tell me something about the mechanization, however. I suspect that when multiple targets are hit with one attack, the Proc is checked on each target, and if any are hit, the Proc is fired (keep in mind, this is purely in terms of the Force Feedback Proc which only affects the Hero. Damage procs and others alike will likely behave differently and will be tested later). After observing the results for Procs/Attack, it makes me wonder what the actual formula could be. If we use the formula where the AreaMod is 1 + R(11xA+540)/30000 (as I've been using so far), I would expect to trigger a FF proc 62.9% of my attacks if I were to hit all 5 targets 100% of the time. Obviously, I only hit my targets about 95% of the time, yet my Procs/Attack were greater than this optimum case as I saw Procs 65.9% of the time. This makes me think, perhaps Synapse did in fact change the AreaMod formula. If he did in the way he described he would, we can expect the AreaMod to be 1 + R(11xA+540)/40000. When using this formula, I would expect Procs/Attack to be 68.8% if I hit 5 targets 100% of the time, and 60.7% if I hit only 4 targets every time. The fact my actual results falls between these numbers is very promising. If you care to see how I'm calculating my numbers, I'll provide them below. The math: Empty Clips: PPM: 2 CastTime: 1.67 EnhancedRecharge = 10s Radius = 40 Arc = 30 AreaMod3 = 1 + 40(11x30+540)/30000 = 2.16 AreaMod4 = 1 + 40(11x30+540)/40000 = 1.87 ProbToProc = PPMx(CastTime+EnhancedRecharge) / (60xAreaMod) Prob3 = 2x(11.67) / (60x2.16) = 0.180093 Prob4 = 2x(11.65) / (60x1.87) = 0.208021 Probability to Proc at least once against 5 targets: Prob2PALO_3 = 1 - (1 - Prob3)^5 = 0.629469 Prob2PALO_4 = 1 - (1 - Prob4)^5 = 0.688422 Probability to Proc at least once against 4 targets: Prob2PALO_3 = 1 - (1 - Prob3)^4 = 0.548082 Prob2PALO_4 = 1 - (1 - Prob4)^4 = 0.606582
  7. Came in to say this, right now you have to choose between Power Boost or perma Soul Drain, lots of people chose Dark Mastery for that reason and would be forced to respec. There's no "Fix". The only change I'd suggest is to rename the power on Soul Mastery so the difference becomes clearer. Call it Soul Siphon. Probably a coincidence, but Soul Siphon was the name of my 2nd suggestion, where I combined Soul Drain and Power Boost into one power. It still can't be perma, and it is effectively a dark version of Power Build Up (same 4 minute base recharge). Sure, it lasts 30 seconds as opposed to 12.5, but the radius is only 10 feet, you risk getting hit/drawing aggro, requires accuracy to maximize, and it would be available at Lvl 41 as opposed to 35. Seems balanced to me.
  8. Testing using HeroStats: Assumed Formula: PPM * (EnhancedRecharge + CastTime) / (60 x AreaMod) AreaMod = 1 + Radius*(11*Arc + 540) / 30,000 Executioner Shot Base Recharge: 10s Enhanced Recharge: 8.44s (18.5% added recharge) Cast Time: 1.67s FF Proc: 2PPM Probability to Proc (with assumed formula): 33.7% Number of Hits: 323 Number of Procs: 111 (34.4%) In short, the formula seems to match what's tested Bullet Rain Base Recharge: 18s Enhanced Recharge: 18s (0% added recharge) Cast Time: 1.67s FF Proc: 2PPM Radius: 15ft Arc: 360 degrees Probability to Proc on each target (with assumed formula): 20.2% Number of Hits: 1170 Number of Procs: 205 (17.5%) This appears to be substantially different from the expected results. Throughout the testing, the average moved between 16-18% and never really approached the 20% the formula suggests. I am very curious as to why we would see underperformance when using the original formula when Synapse had suggested making improvements to the AreaMod formula (0.75 factor). Other Discoveries When testing Bullet Rain, I would potentially hit 4 targets with every attack (used the Combat Dummies at RWZ base). From the combat log a Hit Roll would occur for each target when Bullet Rain is cast. After, the Force Feedback Chance to Recharge will possibly Proc. On rarer occasions (15% of the time?) I would see a 2nd Proc hit after the 1st Proc wore off (after 5 seconds). This occurs prior to casting Bullet Rain again. This suggests to me that using Bullet Rain could proc more than once when cast (if there are multiple targets hit), and the 2nd proc will stack with the 1st proc (essentially 10 seconds of buff). If this can be confirmed, it would be major. All previous descriptions of how this proc included refreshing but not stacking. If that was the case, 2 simultaneous procs would look like 1. Tomorrow I will look more into this. I'll test a cone power (Empty Clips) and I will see what Bullet Rain does against a mob of 16 targets (could 3 or 4 procs stack?). We shall see...
  9. The 90 second status effect shield is great, but let's not forget the resistance is badass. 25% (pre-enhancements) for all resistance types, yes please.
  10. It's definitely a great power for status protection and resistance. You can't make it perma, but you easily can make it have 50% up time. Basically it's a 90 second oh crap button without a crash. Keep it in you back pocket as a just in case situation. Only downside is being forced to take 2 other sorcery powers
  11. I do see HeroStats listed as one of the Stick Messages. I believe it is up and working. If it works on the beta server, I can test it out this weekend once I figure out how to use it.
  12. You can use the formula and put it in excel. From what I've read, you can use this: Probability = PPM x (BaseRecharge/(1 + EnhancedRecharge) + CastTime) / (60 x AreaMod) AreaMod = 1 + Radius x (11 x Arc + 540) / 30,000 *Note, there is a chance the denominator is 40,000, however I haven't verified it
  13. I would happily update this to a FAQ page if we can in fact get confirmation on the mechanics. You're right there are 3 threads on the topic, but there are dozens of other threads where PPM is discussed and people are using wrong assumptions. With paragonwiki outdated, there is no good source for this relatively new in game mechanic. For that reason I hope a developer or a tester can come out and provide us with the facts and have it consolidated in one place so that misinformation isn't spread across so many forum posts.
  14. And not one of the current ones say what PPM is. Ya know, there are only about a million and six powers in this game. Maybe in the first post you might spell out what your issue is? Possibly not everyone uses the same acronym as you. Valid point. Original post edited. It'll also help in searching forum posts on this topic.
  15. Procs Per Minute (PPM) Information Guide by Bopper Written: 9 August 2019 Last updated: 16 August 2019 (Information that might help new players in understanding the PPM game mechanics) Update (9 August 2019) This thread has adapted quite a bit since I first put the call out for Testers to determine how the PPM mechanics actually work and to clear up the confusion from outdated resources (love you Paragon Wiki, but you're i23, and we've moved on). Since then a lot of good information was discovered and plenty of mechanics have been confirmed. Now that I have a good understanding of most of the important pieces, I wanted to change the format of this post. I will still keep the Formulas that have been vetted at the top, that way people can see the important stuff right away. As for the rest of the post, I will slowly build it up to look more like a Guide (since the Mods moved my post to the Guide Section, might as well try to do them proud). As for building up a guide, that will take time, but I will clean it up and make it nice. For now, I'll try to keep adding sections periodically. PPM Formulas Breakdown of Formulas Single Formulas (for Copy/Paste) Scope The purpose of this guide is to clear up the PPM mechanics that are used in i25+, which incorporated changes made in i24 Beta but never made it to Live. Most of the information in this guide comes from reviewing the original forum posts discussing this topic (Phil “Synapse, circa April of 2012), extensive testing used to confirm the proposals made in the forum discussion, and reviewing source code by the SCoRE team which further confirmed these formulas. The formulas are provided at the top of this guide for easy viewing, and I will update the formulas and this guide when new information is revealed. Background A “Proc” is a procedure that has a chance of happening. Every time you hit a target (self, ally or enemy) with a power slotted with a Proc enhancement, the effect of the Proc has a chance to trigger. For more information on Procs, check out the ParagonWiki article. History (possibly a Drunken History) Honestly, I don’t know the whole history, so I apologize if some of this is wrong. Basically, prior to i21 almost all Proc enhancements worked as a fixed percentage. This allowed for many exploits such as slotting AoE powers with a high tick rate to “buzzsaw” enemies. Then sometime in the i21 timeframe, the game introduced Archetype Origin enhancements (ATOs) which introduced the new Procs Per Minute (PPM) mechanic, which used base recharge, area factor, and cast time to calculate the probability of a proc triggering its effect. Finally, in i23, the original Proc enhancements had their fixed percentage mechanics replaced with PPM. Due to exploits that could be achieved with the PPM mechanics (100% Proc probabilities, increased Proc rates using extremely high recharge builds, etc.), the devs decided to retune the PPM mechanic such that it used global recharge instead of base recharge and cap the probability to Proc at 90% (which was an attempt to preserve the spirit of a Proc always being a random occurrence). There was an obvious outcry as this unfairly punished players who built high-recharge characters and there was no way to predictably control your proc performance when teaming with players who could buff your recharge…which effectively debuffs your Proc performance. After much discussion with players, the devs came to a compromise and decided to only use the enhanced recharge (recharge buffs from enhancements or the Agility/Spiritual Alpha incarnates). The devs also compromised by incorporating a minimum Proc probability of at least 5% and dampened the negative effects of Area Factor so that AoE powers are not too severely punished. This was all incorporated into the i24 Beta when the game abruptly shut down. PPM Mechanics Procs Per Minute (PPM): PPM is roughly the average number of times per minute an effect from a Proc should fire. Each Proc enhancement will list this number in its description info and is used directly in calculating the Proc’s probability to trigger. Modified Recharge Time (MRT): Modified Recharge Time (MRT) is the power’s actual recharge time when no global recharge boosts are present. If you’re not sure what your MRT is, you can check this in the game. Just right-click on the power, select “info”, and see what is listed as the recharge time. This recharge time will incorporate the recharge enhancements and alpha enhancements installed in the power, after enhancement diversification is factored in (again, global recharge boosts will not affect this). Sometimes an example is worth a thousand words, so let’s do a few. Let’s assume we look at a power that has no recharge boosts from enhancements nor alpha incarnates, thus its enhanced recharge is 0%. If we look at the same power slotted with a T4 Agility Alpha and 2 Level 50 Invention-Origin Recharge Enhancements, the enhanced recharge is 114% after enhancement diversification. Let’s look at what the actual recharge time would be and the what the MRT would be if we also incorporate a 100% global recharge (achievable with Hasten and 4 LotGs). Base Recharge Enhanced Recharge Global Recharge Bonus Actual Recharge Time Modified Recharge Time 10 sec 0% 0% 10 sec 10 sec 10 sec 0% 100% 5 sec 10 sec 10 sec 114% 0% 4.67 sec 4.67 sec 10 sec 114% 100% 3.18 sec 4.67 sec As we can see, the global recharge bonus has no effect on the modified recharge time. This also highlights how added recharge has diminishing returns. Notice how going from 0% enhanced recharge to 114% enhanced recharge while already having 100% global recharge only decreased the actual recharge time by 1.82 seconds, yet the MRT decreased by 5.33 seconds. If your build already has managed high global recharge, you might be better off not slotting any recharge enhancements into your Proc powers as your actual recharge time will not decrease by much but your Proc performance can greatly decrease due to the significant decrease in MRT. Activation Period (ActivatePeriod): Activation Period is the time between when the effects of an ENHANCEMENT trigger. Notice the not-so-subtle all-caps there? That's to emphasize the fact that the Activation Period has nothing to do with the power itself (ok, not exactly, but I'll get to that), but rather how the enhancement functions. When an enhancement is slotted, its effects trigger every 10 seconds (this is the ActivatePeriod) and those effects will last a duration of 10.25 seconds. There is some history to this that I don't recall, but I believe Procs used to work off of the Activation Period of the power, which resulted in silly Proc rates when slotted into powers with a high tick rate (Caltrops was cutely referred to as Proc-trops, if I recall correctly). Anyways, a change was made that resulted in powers such as toggles, autos, etc would only have the Procs pulse once every 10 seconds. Apparently this is how they incorporated it, by using the enhancement's activation period. I apologize for my shoddy description there, but my memory is fuzzy and I just recently discovered this functionality. I bring this up with emphasis because I've seen everywhere else folks talking about using the Activation Period of the power for calculating Proc probabilities (I was also guilty of that). Hopefully this clears that up. There is one more thing worth mentioning, which does not impact how we calculate the Proc probability, but does detail something about the PPM mechanics. The Proc can only trigger when the power ticks, but will still be able to trigger once in every 10 second interval. That is a mouthful and not necessarily clear, so let me describe an example that I had tested repeatedly to confirm this mechanic. World of Confusion has an Activate Period of 4 seconds, so when you cast it (assuming a mob is present), World of Confusion will tick at 0 seconds, 4 sec, 8 sec, 12 sec, 16 sec, 20 sec, and so on. Where I highlighted in yellow is when the Procs will be eligible to trigger. Even though the time between the 2nd and 3rd proc is only 8 seconds, they fall into different 10 second intervals (which cover from 0-9.9 secs, 10-19.9 secs, and 20-29.9 secs). I don't know if this is intended behavior, but you can rest assure that when you attempt to calculate your Proc rates with toggles (or the like) you can expect on average one Proc opportunity per 10 seconds. Area Modifier (AreaMod): Area Modifier (AreaMod) is an unofficial term used to help distinguish itself from Area Factor, which is used in the game for things outside of PPM mechanics (such as Design Formulas). Basically, AreaMod is the new Area Factor for PPM calculations, which uses the 0.75 weight to dampen the effects on Proc probabilities (per Synapse's design). This is entirely an i24+ concept. It's worth noting the AreaMod (and the Area Factor that feeds into it) is entirely dependent on the area of effect of the power, and has no dependence on the maximum number of targets the power can hit. Area Factor (AF): Area Factor (AF) is used in the game to discount the impact of Area of Effect (AoE) powers in relation to Single Target (ST) powers. For example, when it comes to power design formulas, the damage for an AoE attack should be equal to an equivalent ST attack's damage divided by the area factor (in this case, equivalent means having the same recharge time). This same concept was incorporated into the original PPM mechanics, however the impact proved to be more detrimental than anticipated; which is why Synapse proposed dampening its effect in i24 (thus creating the new PPM Area Factor...AreaMod). Single Target - AF: The Area Factor of a Single Target attack is always 1. Obviously. It's the thing area attacks are being compared to. Sphere - AF: The Area Factor of a Sphere attack applies to any non-cone AoE. These attacks are centered on a location (self, target, or patch) and can hit any target within its radius. Cone - AF: The Area Factor of a Cone attack is always less than its Sphere counterpart (same radius). This is simply due to the fact a sphere has 360 degree coverage and a cone has less than that, so it gets a discount. For ranged cone powers, the radius is always equal to the base range of the power (enhancing the range of the power will not change the radius of the power, so no impact on PPM calculations). Chain - AF: The Area Factor of a Chain attack depends entirely on the maximum number of targets it can hit. From what I know, there were no Chain attacks prior to i25 (powers described as Chains actually summon numerous pet attacks, resulting in a chain visual effect, but those summoned pets use the Sphere - AF for PPM calculations). Now that we are in i25+, it seems this feature is starting to be implemented. As of this date (14 Aug 2019), only Refractor Beam (Sentinel, Beam Rifle) and Rehabilitating Circuit (Sentinel, Electric Mastery) might (MIGHT!) be tagged with the kEffectArea_Chain that would use the Chain - AF. Also, on Beta, there is mention that among the Dominator changes, Trick Shot (Martial Assault) "...is now a proper chain attack, hits up to 10 targets". This suggest its mechanics may be tweaked to a kEffectArea_Chain. Now, if you were getting excited by the prospects of utilizing Procs in Chain attacks - don't. It is a huge nerf. If Trick Shot does in fact become a Chain Attack with a maximum of 10 targets, its AreaMod would be 6.625. That's equivalent to a Sphere attack with a 50 (FIFTY!) foot radius. The dev team will seriously need to tweak the Chain - AF formula for it to become viable for Proc usage. Frequently Asked Questions: 1) How much enhanced recharge can I put into a click-power and still achieve the maximum 90% Proc probability? If the Proc has a greater than 90% probability to Proc without enhancement, you can calculate the maximum allowed enhanced recharge as follows: For those interested, here is the derivation: 2) What is the impact of adding just a little bit of recharge enhancement into my click-power? A lot, actually. The formula shows this already, but MRT will decay rapidly with just a little added recharge enhancement, then will slow its decay rate as it approaches its CastTime limit. Since there are an infinite number of combinations for BaseRecharge and CastTime, I will only do a few examples to demonstrate this point. In the below examples I will assume a 3.5 PPM proc (since it’s the most common), and I will look at Base/Cast pairings of: 10s/1s, 10s/2s, 4s/1s, 20s/2s. You'll notice the general trend is the same throughout. Figures: In the first 3 figures I wanted to highlight the first 20% drop off then the next 20% drop off. In each case you hit the 80% mark very quickly (~30% enhancement), but the 60% mark is not hit until much later (approximately triple the 80% mark’s enhancement value). So basically, the lesson here is to either go all in on not adding enhanced recharge, or put as much recharge as you want knowing that the drop off in Proc probability will have diminishing returns (the same could be said of the power’s cool down, so perhaps it’s a wash). In Figure 4, I wanted to show that if you are over the maximum probability (90%) you should go ahead and add enhanced recharge up to that limit (in this case, 48% enhanced recharge still kept the 90% Proc probability). Lastly, please understand what these graphs are speaking to. It is merely suggesting the impact of your Proc probability whenever that power is clicked. It does not speak to your actual in game performance. Ultimately*, the goal is to maximize Proc rate (Procs per minute) which is a function of Proc probability (Procs per activation, which these figures show and requires recharge to be minimized) and Proc opportunity rate (activations per minute, which requires recharge to be maximize). There is a balance between Proc probability and opportunity rate that can be calculated using simple calculus, the parameters of the powers and your attack chain; however that is a unique calculation for every scenario and is outside the scope of this guide. *Ok, so maximizing Proc rate is not really THE ultimate goal…but you get the point. Update History: Original Post (27 June 2019, kept for Historical Purposes) Still Not a Guide Writer!
  16. When comparing the effects of Soul Drain between the Soul Mastery and Dark Mastery (Defenders/Corruptors), I am blown away by how much the Soul Mastery version gets nerfed. I do understand the Soul version is available at level 35 as opposed to Dark's version which is available at level 44 (and 2 required additional Dark Mastery powers). However double the recharge time and 44% of the coverage area is a HUGE nerf on the power. Might I offer two suggestions: 1) Make Soul Mastery's version of Soul Mastery the same as Dark Mastery, or at least more in line with it. This could be done by moving each version of Soul Drain to level 41 or level 44, or at the very least increase the radius of SM's Soul Drain to 15 ft. 2) Combine Soul Mastery's version of Soul Drain and Power Boost into it's own dark version of Power Build Up and make it available at level 41. Keep the same characteristics of the Soul Mastery version (same damage, same recharge of 240s, same ToHit/Damage buff boost based on number of foes hit) but add the secondary effects boost from Power Boost to the equation. Instead of a 98.34% secondary effect boost (using defenders numbers), we instead could make it a flat 40% to start, but you gain additional 8% secondary effect boost for each foe you hit, up to 7 foes (so a potential range of 40% to 96%). All boosts still last a duration of 30 seconds. The power would have to be renamed, perhaps something like "Soul Siphon" would best convey the concept as you siphon the enemies' souls to boost your own powers. If the 2nd suggestion is implemented, might I suggest adding Oppressive Gloom to the Soul Mastery set.
  17. Also if you have the agility alpha incarnate, that affects your enhanced recharge. Basically, if you right click on a power and look at its info, whatever recharge it states having, that's the recharge to use.
  18. I'm trying hard to track down any and all good information about this. Do you happen to have a link to your claim, or was it from personal testing?
  19. Did anyone get confirmation on how this mechanic works? Documentation is lacking. Perhaps there are some skilled testers who can detail how PPM works for all facets of application.
  20. Thanks oldskool, my goal was to find a starting point and you provided that. I'll play around with numbers to see what can be maximized using procs, etc. Thanks again. Follow up question, does anyone know how procs work with powers like Bullet Rain where there are ticks of damage? I'm familiar with the PPM calculator, but I'm curious if that calculation is applied every tick or just once on button press.
  21. Let's rephrase my original question, to narrow down the nuance. Let's say I'm level 50 and am on a team and we are taking down a big bad AV. The minions are not a concern and we are just wanting to take down the tough guy. What is the best ST attack chain for that situation. Now let's say I am solo and I am trying to run through missions at +1/x8. What is the best AoE attack chain with the occasional ST attacks for filler? Let's also assume I have 300% recharge in all my all powers (so 1/4th recharge time from base).
  22. Assuming you have enough global recharge, what are the optimal attack chains for Dual Pistols? Some categories (feel free to post multiples for each category): ST attack chain (sustained damage for AV/GM) AoE attack chain (mow down mobs or farming) Burst
  23. The 10 second cooldown doesn't actually exist. It's a bit of "common knowledge" that was created by misinterpreting some early testing results that got propagated by the community. Arcanaville has spoken! http://web.archive.org/web/20120911134507/http:/boards.cityofheroes.com/showpost.php?p=3923625&postcount=18 The more important part is that you can't double stack it, if you get two procs it just refreshes the duration. Thank you, this is excellent information. I have to ask though, the old post seems to suggest that if it procs while up, it does not reset the timer, however you state it will. Can I get confirmation on the actual mechanic when there is proc stacking?
  24. Thanks for the info, however some of the details are outdated. PPM calculations not work off the slotted recharge of the power, not base. So if a power has a base recharge of 10s, and it's slotted with 100% from enhancements, then the PPM calculator used the new 5s recharge for its calculations. Outside recharge boosts (LotG, Set IO bonuses, or powers like AM) do not affect the calculation. Just the recharge from the enhancements, and if you have the agility alpha slot, that affects it too
  25. Do you have a link to info about the 10 second cooldown? I am trying to fully understand how the FF proc works if slotted in multiple AoE powers
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