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  1. I don't think it's a secret that procs and the PPM system is being looked at and I'd like to talk about it, the purpose of procs, the implication a proc change would have and your personal view about procs or how to change them. Overall, I was a big fan of procs back in the day, not because I liked to game them in high recharge powers but rather I liked to have "crits" on my defender or tanker. I just enjoyed the "reward" of occasionally getting something extra...kind of like getting that KB chance in your Radiation blast cone. I'm only aware of the old % chance system and a rudimentary understanding of the current PPM system that was introduced on live (I think) and adjusted with the new formula on HC. I feel that, from reading the prospect of the PPM feedback thus far, that there are a good amount of circumstances that IO procs have outpaced certain aspects of damage that probably weren't meant to happen and that's part of why procs are getting looked at. I would like to keep in mind that damage procs aren't the only thing on the table here that should be considered. Things like KB>KD, debuff procs and buff procs are also in this mess and should be considered when rebalancing is occurring. That all being said, to express my personal views of the current state of procs: ...it's tough to say. As a fan of old procs and using them to either make artificial "crits" for some ATs that don't have them or to specialize in using a particular power that manifests it into a "proc attack", I do enjoy building certain powers to use them. If they redid the balance around procs, I wouldn't be too bummed because I tend to recognize when something is too gameable...BUT....how? Separating my own bias of my enjoyment of procs in this suggestion thread, how would it be possible to alter the trajectory of balance for this particular feature? I think I'll try and outline my own ideas here but isn't @Bopper the expert on them? Anyways...I'll try to organize the propositions from least radical to most just because I want to get some conversation going. Proposition #1: Tweak the PPM formula Probably the easiest and the one I'm least capable of commenting about. I have used the current formula to keep my procs at a decent range of chance but I'm not going to pretend I've mulled over HOW you could tweak the formula to balance it for the many many circumstances and power applications. I will say, if this is going to be the the one used, I'd implore giving special treatment to debuff procs that aren't -res (lol). Things like endurance drain, -ToHit, etc seem bogged downed and underpowered in the current system.
  2. 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?
  3. I think it's time we bring this up again 😉 Knockback is something that many of us find very fun in CoH, but has been controversial in how it works. Without rehashing the specific complaints about it in a team sense, I'd like to touch on what I feel KB is missing. When you knock a guy into a wall, or off a ledge it doesn't seem to bother the enemy at all aside from a minor inconvenience, and with some enemies they don't really seem phased as they will continue to use ranged attacks after a moment of getting back up. In most media, slamming into a wall or off a height generally is a fight-stopping event where either the mook is straight up KOd or it takes a heavy toll on them. Above are some ideas that I've found throughout the boards that could be attributed to KB powers to give them that mechanical oomph on top of the fun aesthetic of flinging guys around. Let's use this thread to come up with fun ways to make KB have more impact!
  4. I'm posting this here mainly as an answer to a question that's been lingering in the back of my mind ever since I realized that Infrigidate is a proc monster power 2 months ago. If you need to learn more about how to use the PPM formulas, you'll want to read @Bopper's PPM Guide. So the basic idea here is ... which Mastermind Secondaries have T1 powers that are "proc monsters" basically from character creation onwards? Why ask that? Because once you pick your Secondary powerset, you're stuck with the T1 power whether you like it or not. However, if you can proc monster a power that most people resent being forced to take, and instead wind up with something USEFUL that you find yourself using as often as possible ... well ... wouldn't that be a nice thing to know? So in the data below you'll see what the "best case scenarios" (meaning lowest slotted recharge possible for highest proc chances) are for each T1 power and the procs that it can slot offensive procs into them. 8 Secondaries can slot these offensive procs into their T1 powers, while 7 Secondaries cannot slot offensive procs into their T1 powers ... which makes for a decent balance (I guess). Some of the Secondaries are able to slot either the Winter's Bite or the Frozen Blast sets which are automatically Attuned and the procs in them appear on an enhancement that has recharge built into it, so those entries get their own separate lines of data after all the others get computed at zero recharge enhancement on their respective powers. Some of the T1 powers are a ranged single target to spawn pseudopet around the $Target variety, so I gave both single target and (what I presume is) pseudopet spawning proc info. Some procs will work only on Foes while others will only work on Friends (or at least you'd think they ought to work that way), so some testing of whether there's any "guardrails" against buffing Foes and debuffing Friends using the options available would certainly be warranted. Remember, everything you see below is THEORETICAL based on maths and formulas, rather than the result of iterative regression testing for statistical proofing. If anyone wants to try and steal Arcanaville's thunder on that side of the testing regime ... be my guest. And just to prevent any kind of suspense ... Infrigidate and Time Crawl are the "most reliable" proc enabled T1 Secondary powers, with both having a 90% chance on 3.5 PPM procs with no recharge slotted into them whatsoever. Infrigidate, however, can basically be 5 slotted with USEFUL procs (plus an Accuracy enhancement so it will hit sometimes), while Time Crawl can at best add 1-2 procs (on top of the obligatory Accuracy enhancement). Force Bolt also looks like it could be proc monstered in a somewhat unusual fashion. And finally, the much maligned Gale could become absurdly useful with the right offensive procs combined with the Sudden Acceleration KB>KD converter IO, since as a Cone AoE you'll often get "multiple bites at the apple" when using Gale on multiple $Targets. So, with all of that preamble out of the way ... let's get on with it, shall we? Proc Formulas used: Cold Domination: Infrigidate Dark Miasma: Twilight Grasp Empathy: Healing Aura Force Field: Force Bolt Kinetics: Transfusion Nature Affinity: Corrosive Enzymes Pain Domination: Nullify Pain Poison: Alkaloid Radiation Emission: Radiant Aura Sonic Resonance: Sonic Siphon Storm Summoning: Gale Thermal Radiation: Warmth Time Manipulation: Time Crawl Traps: Web Grenade Trick Arrow: Entangling Arrow
  5. 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!
  6. This build only exists on the beta server, but it works against 4x8 Arachnos which is my gold standard at the moment. I tried a pure ranged Fortunata, it was fine, but I didn't enjoy it. I miss my melee attacks. I didn't want a pure melee build. So, here is a Night Widow build with effective ranged and AOE attacks. Night widows have the advantage of easy perma Mind Link, so you can proc out the ranged attacks and still have 55%+ positional defense. Learning to use the AOEs effectively has a definite learning curve. Especially, because two of them are cones. Work in progress. Note, the slotting in Psychic Scream and Dark Burst. You can extend the range of the cones by 9-15 ft. Producing a much better cone size. Party starters are Dark Obilt (with KD proc)->Psychic Scream->Dart Burst. If you Ion Judgement up, then now is a good time. By this time, most mobs are closing around you. Spin->Dark Obilt. The minions should be dead or mostly dead and the lts are hurting. If you have room, back up and hit em again. Then finish with melee and Gloom for the runners or resistant mobs like robots. Also, you can proc out Follow Up, because you don't need the set bonuses for defense. As usual, I pieced together this build from many other posters builds. So, thank you all.
  7. I am leveling a Kin/Nin Scrapper and I currently have 3 level 25 recharge IOs and the Gaussian's Chance For Build Up in Power Siphon. Would less recharge cause it to Proc more? What is the sweet spot? ( I read an excellent guide, thank you, but the Math was beyond me as an abstract equation for all situations.) Thank you if you can help!
  8. Asking for advice on how to slot Ground Zero. Complete set, procs, or a combination. I have not counted them all, but the power can take at least eight different procs. It's a proc monster's dream. Is that the best way to slot it? Or with high fury is it better to maximize damage with a full set? Or a combination of procs and 2-4 set pieces? Side note, it's a great way to get your healing badges w/o a lot of work.
  9. Uh oh ... I think I may have just found something ... something useful to both Defender AND Corruptor builds. Cold Domination T1 power ... Infrigidate. Defender version link. Corruptor version link. Okay ... big whoop. Infrigidate is a "worthless" T1 power in a powerset that isn't all that popular. So what? Well ... um ... take a closer look at the proc monster math the power produces with a 15s base recharge, +0% recharge enhancement and a 3.5 PPM proc: Infrigidate: 3.5 * ((15 / ( 1 + 0 / 100 )) + 1) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 93.33%) In case anyone is playing the "home game" on this, putting as little as +3.97% recharge enhancement into this power gives it an 89.992% chance to proc a 3.5 PPM proc ... meaning that Infrigidate without ANY recharge enhancement is a maximal proc monster power "fresh out of the box" (ironically enough). Okay ... so Infrigidate is "cool" for putting procs into. So what? Well ... it turns out you can put a pretty remarkable collection of procs into Infrigidate ... specifically: Impeded Swiftness for 71.75 Smashing damage (3.5 PPM) Pacing of the Turtle for -20% Recharge for 20s (3.5 PPM) Achilles' Heel for -20% Resistance for 10s (3.5 PPM) Touch of Lady Grey for 71.75 Negative Energy damage (3.5 PPM) Shield Breaker for 71.75 Lethal damage (3.5 PPM) Analyze Weakness for +20% +ToHit for 10s (2.0 PPM) Whoa whoa whoa ... hold on. Are you, Redlynne ... telling us, the proc monster build community ... that "worthless T1 power" Infrigidate in Cold Domination can be slotted with up to FIVE 3.5 PPM procs that will each have a 90% chance to proc ... and that you can just use the 6th slot for ... Accuracy ... or for an Accuracy/* set IO to pick up a 2-slot set bonus ... AND THAT'S ALL YOU HAVE TO DO?!? Um ... yeah ... I kind of am saying exactly that. You can turn Infrigidate into a power with a statistical 72.9% chance to proc all three different damage procs for a combined 215.25 damage of Smashing, Lethal and Negative Energy types in a single attack as fast as your global recharge bonuses will allow you to cycle the power ... AND you can have the same power pretty reliably applying procs for recharge debuffing AND resistance debuffing right along with all that damage. Somehow, I get the feeling that a lot of Cold Domination builds are going to be reaching for respec tokens after reading this posting. Call it a hunch.
  10. Just curious if anyone knows how much of a chance reduction you get on the Gaussian BU proc if you slot 1, 2 and 3 SOs worth of Recharge Redux. Without any recharge slotting, the BU proc is nearly 100%.
  11. Do decimation and Soulbound Allegiance, and Gaussian Build up procs stack with each other? I hear they just reset their own timer. But I’m not sure how they interact does Soulbound Allegiance one just affect the pets or does it affect the MM/pet owner?
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