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Thugs/Time Perma Gang War


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Hi All,

 

Reading through some great advice here and wanted to make a perma gang war build.  When I say perma, I mean 120 second duration and 120 second recharge time.  Currently, I've managed to hit the  270% global and 130% Gang War recharge needed (plus Agility alpha) to meet this goal.  I'm mostly happy with the build but am trying to figure out a way to fit in Slowed Response and possibly Assault in the build.  Also, since I don't play MM's often is there anything I'm completely missing the mark on in my build?  I did see the one comment about Gaussian's build-up proc so will toss that in Tactics.

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

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Ze Gang War: Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Sorcery
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Call Thugs -- SprMarofS-Acc/Dmg(A), SprMarofS-Dmg/EndRdx(3), ExpRnf-Acc/Rchg(3), ExpRnf-Acc/Dmg(9), ExpRnf-Dmg/EndRdx(17), ExpRnf-+Res(Pets)(43)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Temporal Mending -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(9)
Level 4: Hasten -- RechRdx-I(A)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Mystic Flight -- Frb-Stlth(A)
Level 10: Hover -- Flight-I(A), Flight-I(11), LucoftheG-Def/Rchg+(11)
Level 12: Call Enforcer -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Acc/EndRdx(13), ExpRnf-Dmg/EndRdx(13), ExpRnf-Acc/Dmg/Rchg(15), ExpRnf-Acc/Rchg(15), ExpRnf-Acc/Dmg(17)
Level 14: Time's Juncture -- HO:Enzym(A), HO:Enzym(46)
Level 16: Arcane Bolt -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(39), Dcm-Dmg/Rchg(42), Dcm-Acc/EndRdx/Rchg(43), Dcm-Acc/Dmg/Rchg(46)
Level 18: Gang War -- SprCmmoft-Dmg/EndRdx(A), SprCmmoft-Acc/Dmg/Rchg(19), SprCmmoft-Dmg/EndRdx/Rchg(19), SprCmmoft-Acc/Dmg/EndRdx/Rchg(21), RechRdx-I(21), RechRdx-I(46)
Level 20: Rune of Protection -- GldArm-Res/Rech/End(A), GldArm-RechRes(23), GldArm-3defTpProc(23), StdPrt-ResDam/Def+(25)
Level 22: Distortion Field -- GldNet-Acc/Hold(A), GldNet-Rchg/Hold(37), GldNet-EndRdx/Rchg/Hold(37), GldNet-Acc/EndRdx/Rchg/Hold(39), GldNet-Dam%(45)
Level 24: Empty Clips -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(25), Rgn-Acc/Rchg(27), Rgn-Dmg/EndRdx(29), Rgn-Knock%(45), OvrFrc-Dam/KB(48)
Level 26: Call Bruiser -- SprMarofS-Dmg(A), SprMarofS-EndRdx/+Resist/+Regen(29), ExpRnf-Acc/Rchg(31), ExpRnf-Acc/Dmg(31), ExpRnf-Dmg/EndRdx(45), ExpRnf-Acc/Dmg/Rchg(48)
Level 28: Farsight -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-EndRdx/Rchg(33), Rct-Def/Rchg(33), Rct-Def/EndRdx/Rchg(33), Rct-ResDam%(34)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-EndRdx(34), RedFrt-Def(34), RedFrt-Def/EndRdx/Rchg(36), RedFrt-Def/EndRdx(36), RedFrt-EndRdx/Rchg(36)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Tactics -- HO:Cyto(A), HO:Cyto(37)
Level 38: Chrono Shift -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(40), Pnc-Heal/+End(40), Pnc-Heal(40)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def/EndRdx/Rchg(43)
Level 44: Power Boost -- RechRdx-I(A)
Level 47: Temporal Selection -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(48), Pnc-Heal/Rchg(50), Pnc-Heal/EndRedux/Rchg(50), Pnc-Heal(50)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(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 -- Flight-I(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(27)
Level 1: Punk
Level 1: Arsonist
Level 12: Enforcer
Level 26: Bruiser
Level 50: Agility Radial Paragon
------------

 

 

 

 

 

 

 

 

 

Ze Gang War - Mastermind (Thugs).mxd

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1 hour ago, kiramon said:

The guassian will proc on you, allowing you to do more damage... with arcane bolt?

Oh!  I thought the Gaussian will proc on me and all the pets who received the buff but that's not how it works does it?  So if I can figure out a way to slot the Gaussian in the T2 pets and the proc goes off, does it affect only the enforcer pets or all the MM pets (like gang war?)

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Gaussian will proc on whatever has the proc equipped. The cool thing is that it has a chance to proc for You based on # of targets affected by your tactics, but it will only proc you for the Build Up BuFF. if you have a pet with a to-hit buff, it has a chance to proc when they use it. If the pet has their own Version of tacticS, then they have a chance proc it only for themselvesbut the chance is increased Based on # of targets

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I'm not sure sacrificing the procs in Enforcers and Bruiser is worth the 13% recharge. For one, those dmg procs do just as much dmg as a perma Gang War. Two, you can get access to recharge much easier by taking an attack with FF. To demonstrate, I replaced sorcery + flying + temporal selection with Fighting.

Using cross punch on CD provides 10% recharge(from cross punch itself) + roughly about ~15% from FF procs. Even assuming you only use it half as often as that, that's still ~12.5% recharge you get just from taking that power.
I would proceed to unslot the Expedient Reinforcements from Enforcers and Bruiser and use normal Thugs slotting(x3 procs + ToHit/Defense/End Hami in Enforcers, proc + SA + whatever in Bruiser). You'd still be hitting the recharge needed.

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Ze Gang War: Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Call Thugs -- SprMarofS-Acc/Dmg(A), SprMarofS-Dmg/EndRdx(3), ExpRnf-Acc/Rchg(3), ExpRnf-Acc/Dmg(9), ExpRnf-Dmg/EndRdx(17), ExpRnf-+Res(Pets)(43)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Temporal Mending -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(9)
Level 4: Hasten -- RechRdx-I(A)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Boxing -- Empty(A)
Level 10: Kick -- Empty(A)
Level 12: Call Enforcer -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Acc/EndRdx(13), ExpRnf-Dmg/EndRdx(13), ExpRnf-Acc/Dmg/Rchg(15), ExpRnf-Acc/Rchg(15), ExpRnf-Acc/Dmg(17)
Level 14: Time's Juncture -- HO:Enzym(A), HO:Enzym(46)
Level 16: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23)
Level 18: Gang War -- SprCmmoft-Dmg/EndRdx(A), SprCmmoft-Acc/Dmg/Rchg(19), SprCmmoft-Dmg/EndRdx/Rchg(19), SprCmmoft-Acc/Dmg/EndRdx/Rchg(21), RechRdx-I(21), RechRdx-I(46)
Level 20: Tough -- GldArm-3defTpProc(A), GldArm-End/Res(25), GldArm-ResDam(39), StdPrt-ResDam/Def+(42)
Level 22: Distortion Field -- GldNet-Acc/Hold(A), GldNet-Rchg/Hold(37), GldNet-EndRdx/Rchg/Hold(37), GldNet-Acc/EndRdx/Rchg/Hold(39), GldNet-Dam%(45)
Level 24: Empty Clips -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(25), Rgn-Acc/Rchg(27), Rgn-Dmg/EndRdx(29), Rgn-Knock%(45), OvrFrc-Dam/KB(48)
Level 26: Call Bruiser -- SprMarofS-Dmg(A), SprMarofS-EndRdx/+Resist/+Regen(29), ExpRnf-Acc/Rchg(31), ExpRnf-Acc/Dmg(31), ExpRnf-Dmg/EndRdx(45), ExpRnf-Acc/Dmg/Rchg(48)
Level 28: Farsight -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-EndRdx/Rchg(33), Rct-Def/Rchg(33), Rct-Def/EndRdx/Rchg(33), Rct-ResDam%(34)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-EndRdx(34), RedFrt-Def(34), RedFrt-Def/EndRdx/Rchg(36), RedFrt-Def/EndRdx(36), RedFrt-EndRdx/Rchg(36)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Tactics -- HO:Cyto(A), HO:Cyto(37)
Level 38: Chrono Shift -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(40), Pnc-Heal/+End(40), Pnc-Heal(40)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def/EndRdx/Rchg(43)
Level 44: Cross Punch -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(11), Arm-Dam%(11), FuroftheG-Acc/Dmg(46), Obl-%Dam(48), ExpStr-Dam%(50)
Level 47: Power Boost -- RechRdx-I(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(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 -- Flight-I(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(27)
Level 1: Punk 
Level 1: Arsonist 
Level 12: Enforcer 
Level 26: Bruiser 
Level 50: Agility Radial Paragon 
------------

 

Edited by BGSacho
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@BGSachoThank you for the info about using Cross Punch as I would have never in a million years of ever dreamed about using that power!  I'm going to play around with your ideas a bit more and also look at the recommended proc slotting in Enforcer/Bruiser too.

 

Thanks for the advice!

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If what you mostly care about is +Recharge and you already have the Mace Mastery Epic you might as well pick up Mace Beam Volley to slot a Force Feedback Proc.     The long 32s cooldown means if don't slot for +Rech enhancement, then even with the FF proc's low 2PPM and large aoe cone it still haa a 52% chance to proc on each enemy in the cone.  Even with the penalty from the 33% Rech you get from Alpha Agility it would still be a 40.29% change.    You only need it to proc on one enemy to get the full 5s of 100% Recharge bonus.   And with you're 270% global Recharge has Mace Beam Volley is down to 8s cooldown.   

 

So every 8s you'd have this chance of getting a 5s 100% Recharge buff depending on number of enemies hit in the cone:

 

1 2 3 4 5 6 7 8 9 10
0.403 0.643 0.787 0.873 0.924 0.955 0.973 0.984 0.990 0.994
                   

 

 

Massive +Rech buff you're will to spam Mace Beam Volley.     I guess tough choice would be what power to drop to pickup Mace Beam Volley...

 

Biggest problem I think you'll have is with this intense Recharge you won't have the Endurance to spam costly attacks like Empty Clips or Mace Beam.    So you'll need to heavily slot those for End Reduction. 

 

 

 

 

PS:   BGSacho is giving good advice about Dmg Procs and a LOTG in Enforcers.    Definitely worth giving up the 6.25% Rech.    I'd say same for Bruiser since he crushes with an Explosive Strike Dmg Proc and SouldBound Allegiance +Chance for Buildup.  

 

PS 2:   Didn't look to close, but saw some places you can save some money on your build.   Can switch the costly PVP Hold set you have in Distortion Field for 4 x Basilisk's Gaze for the same 7.5% Rech, that should save you at least 40 Mill.   It also could either free up a slot or If you still wanted the Dmg proc, that would let you put any hold dmg proc in and then upgrade later to the Purple Hold proc that does more damage and has better proc chances,  once you have the money.     Similarly you can swap the costly Panacea PVP sets for Doctored Wounds.   That swap would make you lose 2.5% Recharge each set, but would save you like 120 Mill of PVP IO's...

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Following on @Dr Causality’s post, it’s worth mentioning that proc chances are clamped at 90%. So in the Mace Beam Volley table, you will reach (and exceed) maximum chance to trigger the  Force Feedback proc at 5 targets.

 

 

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Red Tomax/Way Back: https://web.archive.org/web/20140625171903/http://tomax.cohtitan.com/data/powers/

 

DSorrow: “Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime.

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30 minutes ago, Nyghtmaire said:

Following on @Dr Causality’s post, it’s worth mentioning that proc chances are clamped at 90%. So in the Mace Beam Volley table, you will reach (and exceed) maximum chance to trigger the  Force Feedback proc at 5 targets.

 

 

The 90% chance to proc is clamped on a per target basis only. When FF is used to hit multiple targets, it only needs to proc off of one. So having multiple chances will allow you to exceed 90% chance to proc (as you get more chances to hit).

 

I haven't checked Dr. Casualty's math, but I trust he's correct.

 

Let me know if thats not clear. I can write something up to help explain it better. But ultimately, its Binomial Probability where we have X chances to proc, and we need to calculate the probability of not missing on all X chances.

Edited by Bopper
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Thanks to all the good advice in this thread, I've reworked the build a bit to incorporate the procs into enforcer/bruiser while keeping gang war recharge damn near-perma (120.1s  recharge now).  If I really want perma I could swap out the Agility alpha for the Spiritual Alpha but I don't like giving up the defense buffs/end mod/recharge speed for an extra .1s recharge in gang war.

 

I still have a couple more slots I can move around namely the ones in empty clips and stamina.  The KB-KD proc may not be necessary in empty clips so I might take that out and put an extra slot in Bruiser.  I also put the +end proc in stamina as endurance tends to be an issue.

 

To Dr Causality's point about Mace Beam Volley that would be a damn fun power to try out.  Not sure what I could trade out currently for it other than empty clips.  Also I don't mind using all the PvP recipes since that's one of my market specialties and I have tons of them so money isn't the issue here.  This is one of those "Let's have fun and try something different builds".

 

Anyway, here is what I now have with 265% global recharge plus a bunch more procs in enforcer/bruiser:

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Ze Gang War: Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Sorcery
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Call Thugs -- SprMarofS-Acc/EndRdx(A), SprMarofS-EndRdx/+Resist/+Regen(3), ExpRnf-Acc/Rchg(3), ExpRnf-Acc/Dmg(9), ExpRnf-Dmg/EndRdx(17), ExpRnf-+Res(Pets)(43)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Temporal Mending -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(9)
Level 4: Hasten -- RechRdx-I(A)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Mystic Flight -- Frb-Stlth(A)
Level 10: Hover -- Flight-I(A), Flight-I(11), LucoftheG-Def/Rchg+(11)
Level 12: Call Enforcer -- SprMarofS-Dmg(A), SprMarofS-Acc/Dmg(13), LucoftheG-Def/Rchg+(13), AchHee-ResDeb%(15), TchofLadG-%Dam(15), GssSynFr--Build%(17)
Level 14: Time's Juncture -- HO:Enzym(A), HO:Enzym(46)
Level 16: Arcane Bolt -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(39), Dcm-Dmg/Rchg(42), Dcm-Acc/EndRdx/Rchg(43), Dcm-Acc/Dmg/Rchg(46)
Level 18: Gang War -- SprCmmoft-Rchg/PetAoEDef(A), SprCmmoft-Dmg/EndRdx/Rchg(19), SprCmmoft-Acc/Dmg/EndRdx/Rchg(19), SprCmmoft-Acc/Dmg/Rchg(21), RechRdx-I(21), RechRdx-I(46)
Level 20: Rune of Protection -- GldArm-Res/Rech/End(A), GldArm-RechRes(23), GldArm-3defTpProc(23), StdPrt-ResDam/Def+(25)
Level 22: Distortion Field -- GldNet-Acc/Hold(A), GldNet-Rchg/Hold(37), GldNet-EndRdx/Rchg/Hold(37), GldNet-Acc/EndRdx/Rchg/Hold(39), GldNet-Dam%(45)
Level 24: Empty Clips -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(25), Rgn-Acc/Rchg(27), Rgn-Dmg/EndRdx(29), Rgn-Knock%(45), OvrFrc-Dam/KB(48)
Level 26: Call Bruiser -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/Dmg/EndRdx(29), ExpStr-Dam%(31), SlbAll-Acc/Dmg/Rchg(31), SlbAll-Build%(45)
Level 28: Farsight -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-EndRdx/Rchg(33), Rct-Def/Rchg(33), Rct-Def/EndRdx/Rchg(33), Rct-ResDam%(34)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-EndRdx(34), RedFrt-Def(34), RedFrt-Def/EndRdx/Rchg(36), RedFrt-Def/EndRdx(36), RedFrt-EndRdx/Rchg(36)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Tactics -- HO:Cyto(A), HO:Cyto(37)
Level 38: Chrono Shift -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(40), Pnc-Heal/+End(40), Pnc-Heal(40)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def/EndRdx/Rchg(43)
Level 44: Power Boost -- RechRdx-I(A)
Level 47: Temporal Selection -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(48), Pnc-Heal/Rchg(50), Pnc-Heal/EndRedux/Rchg(50), Pnc-Heal(50)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(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 -- Flight-I(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(27), PrfShf-End%(48)
Level 1: Punk
Level 1: Arsonist
Level 12: Enforcer
Level 26: Bruiser
Level 50: Agility Radial Paragon
------------

 

 

 

Ze Gang War - Mastermind (Thugs).mxd

Edited by Zirilion
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1 hour ago, Nyghtmaire said:

Following on @Dr Causality’s post, it’s worth mentioning that proc chances are clamped at 90%.

 

1 hour ago, Bopper said:

The 90% chance to proc is clamped on a per target basis only. When FF is used to hit multiple targets, it only needs to proc off of one. So having multiple chances will allow you to exceed 90% chance to proc (as you get more chances to hit).

Thanks you two.  Those are good clarifications I should have mentioned.   

 

 

Quote

I haven't checked Dr. Casualty's math, but I trust he's correct.

This was a pretty easy calculation since you can get it with just (1-chance of no procs), so hopefully I got this one right.     But my math is rusty**, so probably best to check me on anything that matters.  😉     

 

 

(**So rusty that people that weren't born yet when I last tutored stat, can now legally drink!) 

 

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15 minutes ago, Dr Causality said:

 

Thanks you two.  Those are good clarifications I should have mentioned.   

 

 

This was a pretty easy calculation since you can get it with just (1-chance of no procs), so hopefully I got this one right.     But my math is rusty**, so probably best to check me on anything that matters.  😉     

 

 

(**So rusty that people that weren't born yet when I last tutored stat, can now legally drink!) 

 

Math looked mostly good, but my calculator shows 40.54% chance of procing when only 33% recharge is slotted. But i could have fatfingered it 


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2 hours ago, Bopper said:

Math looked mostly good, but my calculator shows 40.54% chance of procing when only 33% recharge is slotted. But i could have fatfingered it 

Close enough to not matter, but it's weird we're getting different numbers.   I thought maybe it was ArcanaTime, but testing that gave me a 3rd number 40.63%.     

 

Now you got me worried the formula in the spreadsheet I made is ever so slightly wrong.   Here's what I was plugging in:

 

  • Range: 50
  • Arc: 35
  • Cooldown: 32s
  • Activation: 2s  (not the 2.244 ArcanaTime...)
  • PPM: 2
  • Recharge: 33%
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2 hours ago, Dr Causality said:

Close enough to not matter, but it's weird we're getting different numbers.   I thought maybe it was ArcanaTime, but testing that gave me a 3rd number 40.63%.     

 

Now you got me worried the formula in the spreadsheet I made is ever so slightly wrong.   Here's what I was plugging in:

 

  • Range: 50
  • Arc: 35
  • Cooldown: 32s
  • Activation: 2s  (not the 2.244 ArcanaTime...)
  • PPM: 2
  • Recharge: 33%

You know, I used Arc = 34, as that's what showed in City of Data (the only data source I have when all I have is my phone), but there have been times in the past that their Arc reporting was off by a degree. You're good. I was wrong for using bad data.


PPM Information Guide                Survivability Tool                  Interface DoT Procs Guide

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  • 2 months later
On 6/11/2020 at 7:18 PM, Zirilion said:

Thanks to all the good advice in this thread, I've reworked the build a bit to incorporate the procs into enforcer/bruiser while keeping gang war recharge damn near-perma (120.1s  recharge now).  If I really want perma I could swap out the Agility alpha for the Spiritual Alpha but I don't like giving up the defense buffs/end mod/recharge speed for an extra .1s recharge in gang war.

 

I still have a couple more slots I can move around namely the ones in empty clips and stamina.  The KB-KD proc may not be necessary in empty clips so I might take that out and put an extra slot in Bruiser.  I also put the +end proc in stamina as endurance tends to be an issue.

 

To Dr Causality's point about Mace Beam Volley that would be a damn fun power to try out.  Not sure what I could trade out currently for it other than empty clips.  Also I don't mind using all the PvP recipes since that's one of my market specialties and I have tons of them so money isn't the issue here.  This is one of those "Let's have fun and try something different builds".

 

Anyway, here is what I now have with 265% global recharge plus a bunch more procs in enforcer/bruiser:

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Ze Gang War: Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Sorcery
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Call Thugs -- SprMarofS-Acc/EndRdx(A), SprMarofS-EndRdx/+Resist/+Regen(3), ExpRnf-Acc/Rchg(3), ExpRnf-Acc/Dmg(9), ExpRnf-Dmg/EndRdx(17), ExpRnf-+Res(Pets)(43)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Temporal Mending -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(9)
Level 4: Hasten -- RechRdx-I(A)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Mystic Flight -- Frb-Stlth(A)
Level 10: Hover -- Flight-I(A), Flight-I(11), LucoftheG-Def/Rchg+(11)
Level 12: Call Enforcer -- SprMarofS-Dmg(A), SprMarofS-Acc/Dmg(13), LucoftheG-Def/Rchg+(13), AchHee-ResDeb%(15), TchofLadG-%Dam(15), GssSynFr--Build%(17)
Level 14: Time's Juncture -- HO:Enzym(A), HO:Enzym(46)
Level 16: Arcane Bolt -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(39), Dcm-Dmg/Rchg(42), Dcm-Acc/EndRdx/Rchg(43), Dcm-Acc/Dmg/Rchg(46)
Level 18: Gang War -- SprCmmoft-Rchg/PetAoEDef(A), SprCmmoft-Dmg/EndRdx/Rchg(19), SprCmmoft-Acc/Dmg/EndRdx/Rchg(19), SprCmmoft-Acc/Dmg/Rchg(21), RechRdx-I(21), RechRdx-I(46)
Level 20: Rune of Protection -- GldArm-Res/Rech/End(A), GldArm-RechRes(23), GldArm-3defTpProc(23), StdPrt-ResDam/Def+(25)
Level 22: Distortion Field -- GldNet-Acc/Hold(A), GldNet-Rchg/Hold(37), GldNet-EndRdx/Rchg/Hold(37), GldNet-Acc/EndRdx/Rchg/Hold(39), GldNet-Dam%(45)
Level 24: Empty Clips -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(25), Rgn-Acc/Rchg(27), Rgn-Dmg/EndRdx(29), Rgn-Knock%(45), OvrFrc-Dam/KB(48)
Level 26: Call Bruiser -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/Dmg/EndRdx(29), ExpStr-Dam%(31), SlbAll-Acc/Dmg/Rchg(31), SlbAll-Build%(45)
Level 28: Farsight -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-EndRdx/Rchg(33), Rct-Def/Rchg(33), Rct-Def/EndRdx/Rchg(33), Rct-ResDam%(34)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-EndRdx(34), RedFrt-Def(34), RedFrt-Def/EndRdx/Rchg(36), RedFrt-Def/EndRdx(36), RedFrt-EndRdx/Rchg(36)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Tactics -- HO:Cyto(A), HO:Cyto(37)
Level 38: Chrono Shift -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(40), Pnc-Heal/+End(40), Pnc-Heal(40)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def/EndRdx/Rchg(43)
Level 44: Power Boost -- RechRdx-I(A)
Level 47: Temporal Selection -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(48), Pnc-Heal/Rchg(50), Pnc-Heal/EndRedux/Rchg(50), Pnc-Heal(50)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(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 -- Flight-I(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(27), PrfShf-End%(48)
Level 1: Punk
Level 1: Arsonist
Level 12: Enforcer
Level 26: Bruiser
Level 50: Agility Radial Paragon
------------

 

 

 

Ze Gang War - Mastermind (Thugs).mxd 5.12 kB · 9 downloads

I count at least 8 iterations of a 7.5% bonus to Recharge in this build. It caps at 5, doesn't it?

Edited by WickedMiscreant
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On 6/11/2020 at 4:18 PM, Zirilion said:

I still have a couple more slots I can move around namely the ones in empty clips and stamina.  The KB-KD proc may not be necessary in empty clips so I might take that out and put an extra slot in Bruiser.  I also put the +end proc in stamina as endurance tends to be an issue.

 

To Dr Causality's point about Mace Beam Volley that would be a damn fun power to try out.  Not sure what I could trade out currently for it other than empty clips.  Also I don't mind using all the PvP recipes since that's one of my market specialties and I have tons of them so money isn't the issue here.  This is one of those "Let's have fun and try something different builds"

I absolutely love you got perma GW! I'm also surprised Hover can hit max fly speed. Looks like Hover is at max fly speed with only one Fly IO. So the second IO isn't doing anything.

 

If you want to jam in Assault or Slowed Response, Tactics is expendable. a Power Boosted Farsight will provide +12.5% tohit, Supremacy adds +10% tohit and each Enforcer Tactics provide +2.5% tohit. So your pets already has +27.5% tohit total (without Tactics). 

Edited by StrikerFox
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  • 1 month later
On 6/9/2020 at 8:14 PM, kiramon said:

Gaussian will proc on whatever has the proc equipped. The cool thing is that it has a chance to proc for You based on # of targets affected by your tactics, but it will only proc you for the Build Up BuFF. if you have a pet with a to-hit buff, it has a chance to proc when they use it. If the pet has their own Version of tacticS, then they have a chance proc it only for themselvesbut the chance is increased Based on # of targets

If you have two slots for procs or gaussian, achilles is taken care of elsewhere in the build, would you say enforcers get more benefit out of a damage proc or out of build up, considering like how many damage proc using abilities they have and how procs work with pets?

 

I've been wondering, my thugs/time uses shield breaker and lady grey damage procs, and I was wondering if I might get more mileage replacing a lethal proc with build up, and how it maths out if anyone has any idea. Is it just "Both good, pick one?" or is one significantly better than the other?

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Since the proc in question is lethal damage, and the increased enforcer damage is also lethal, resistance doesn't really factor into the equation.

 

The maximum uptime you can get of Gaussian is ~50%(procs every 10 seconds, lasts 5? seconds). I believe the buff is less than 80%, but let's just go with that for ballpark numbers - so Gaussian is like a 40% dmg buff to Enforcers. 

Adding 40% ED to enforcers increases their "baseline dps"* by ~7.5 each.
Adding a damage proc increases their "baseline dps" by ~12.5 each. 

Assuming ~100% uptime(which is fairly reasonable in my experience), and a same level opponent(so no debuff resistance shenanigans), Achilles Heel would increase the "baseline dps" of Enfocers by 12.5 each.

So I would rank various damage increases like this:

Achilles Heel - A must slot, unless you have an incredibly reliable way to apply it in an AoE. Easily worth over 150% ED.

Damage proc - ~60% ED
Gaussian - ~40% ED

Musculature Alpha - ~40% ED
Single slot of +Damage - ~40% ED

Radial Interface - needs more testing, I would ballpark it around ~60% ED as well, without counting the secondary effect.

While these numbers are specific to enforcers, they're in the ballpark for many of the other pets as well. For example, Gargoyle + Ember Demon benefit from a very similar 15 "baseline dps" from 40% ED, and having a theoretical proc affect most of their attacks contributes about 25 "baseline dps" as well. 



* - You don't really need to know more about "baseline dps" in order to evaluate the difference between a damage proc and gaussian(since they are additive effects), but comparing it to Achilles requires a bit more explanation. The "baseline dps" in this case is assuming fully slotted enforcers with 145% ED(achieved with a +damage alpha, capped ED and supremacy) and their 2 damage procs. If you were actually evaluating exactly how much damage Achilles Heel contributes, it'd be fairly tricky, but the ballpark number is so far above any other slot that it doesn't really matter for most cases.

 

Edited by BGSacho
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