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Water Blast Proc chances per attack - and an initial theory build.


SmalltalkJava

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I'm in the process of figuring out how i want to build my new 50 water/SR sent.   I will of course be procing it out as much as possible.  But as I flitter and decide what to do,  here my notes on Sentinel Water Blast.    I'll probably add some additional thoughts as I work on the build some more.  Dehydrate, Hydro Blast, and Steam Spray have really nice proc options and potential.   Water jet has a good rate, but not good choice options.

 

Sentinel  Water Blast Notes

 

I didn't put in the t9 nuke or the rain power.    Here is the Non-recharge enhanced proc chances and attack side effects.  Water Jet is a weird one if you look it up on City of Data 2.  It appears to actually be 2 different attacks and it depends if you use the "enhanced" version or not.

https://cod.uberguy.net./html/powerset.html?pset=sentinel_ranged.water_blast&at=sentinel

 

>>>  Single Target Attacks <<<

Aqua Bolt  

* Base 23.333% to proc 3.5 Standard PPM

* Base 30.000% to proc 4.5 Epic PPM

-7.0% Base Defense for 8s (all affected targets) for 8s

 

Hydro Blast
* Base 50.575% to proc 3.5 Standard PPM
* Base 65.025% to proc 4.5 Epic PPM
-20% JumpHeight Strength for 10s (all affected targets) for 10s
-20% RunningSpeed, FlyingSpeed, JumpingSpeed for 10s (all affected targets) for 10s
20% chance for Mag +0.67 to Knockback (all affected targets)

 

Dehydrate
* Base 57.575% to proc 3.5 Standard PPM
* Base 74.025% to proc 4.5 Epic PPM
-7.0% Base Defense for 8s (all affected targets) for 8s
-20% JumpHeight Strength for 8s (all affected targets) for 8s
-20% RunningSpeed, FlyingSpeed, JumpingSpeed for 8s (all affected targets) for 8s

non-enhanced:  Heal 22.0873 points of damage (self only) every 1.0s for 3.1s (100% chance)

enhanced:  Heal 33.171 points of damage (self only) every 1.0s for 3.1s (100% chance)

 

 

Water Jet (Normal)  
1.43 cast time,  10 sec recharge
* Base 66.675% to proc 3.5 Standard PPM
* Base 85.725% to proc 4.5 Epic PPM
-20% JumpHeight Strength for 8s (all affected targets) for 8s
-20% RunningSpeed, FlyingSpeed, JumpingSpeed for 8s (all affected targets) for 8s


Water Jet (Enhanced [fast])
1.0 sec cast time,   10 sec recharge
* Base 64.167% to proc 3.5 Standard PPM
* Base 82.5% to proc 4.5 Epic PPM
-20% JumpHeight Strength for 8s (all affected targets) for 8s
-20% RunningSpeed, FlyingSpeed, JumpingSpeed for 8s (all affected targets) for 8s

 

 

>>>  AOE Target Attacks <<<

Water Burst (TAOE)
* Base 38.484% to proc 3.5 Standard PPM
* Base 49.479% to proc 4.5 Epic PPM

-30% JumpHeight Strength for 10s (all affected targets) for 10s

-30% RunningSpeed, FlyingSpeed, JumpingSpeed for 10s (all affected targets) for 10s

33%, or 45%, or 70% chance of Mag +0.67 to Knockback (all affected targets) ( %chance depends on Tidal Power Stacks)

 

Steam Spray (Cone)
* Base 62.883% to proc 3.5 Standard PPM
* Base 80.849% to proc 4.5 Epic PPM

-7.0% Base Defense for 8s (all affected targets) for 8s

 
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Here is my purely non-mathematical minmaxed build that is a start point for thinking about the build.  I'm just doing messing around with it in Mids so far as I try to figure things out such as:  enough accuracy for maximizing procs,  soft capped defenses etc...   For example,  I haven't messed around with the FF proc in Water Burst to see if it actually has an "ok" chance to proc with all of the recharge slotted in it.   Its mainly slotted for acc and recharge set bonuses now, so removing that slot and moving it to somewhere else may be beneficial.

 

This Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

Refreshment: Level 49 Magic Sentinel
Primary Power Set: Water Blast
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
------------
Level 1:    Aqua Bolt    
 (A) Shield Breaker - Defense Debuff
 (3) Shield Breaker - Accuracy/Defense Debuff
 (3) Shield Breaker - Accuracy/Recharge
 (5) Shield Breaker - Defense Debuff/Endurance/Recharge
 (5) Shield Breaker - Accuracy/Endurance/Recharge
 (7) Shield Breaker - Chance for Lethal Damage


Level 1:    Focused Fighting    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (7) Luck of the Gambler - Defense/Endurance
 (9) Luck of the Gambler - Defense
 (46) Luck of the Gambler - Defense/Recharge


Level 2:    Hydro Blast    
 (A) Gladiator's Javelin - Chance of Damage(Toxic)
 (13) Explosive Strike - Chance for Smashing Damage
 (13) Impeded Swiftness - Chance of Damage(Smashing)
 (15) Thunderstrike - Accuracy/Damage
 (15) Thunderstrike - Accuracy/Damage/Endurance
 (17) Thunderstrike - Damage/Endurance


Level 4:    Focused Senses    
 (A) Luck of the Gambler - Defense/Endurance
 (17) Luck of the Gambler - Defense/Recharge
 (19) Luck of the Gambler - Defense
 (19) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 6:    Water Burst    
 (A) Ragnarok - Damage/Endurance
 (21) Ragnarok - Damage/Recharge
 (21) Ragnarok - Accuracy/Damage/Recharge
 (23) Ragnarok - Accuracy/Recharge
 (23) Ragnarok - Chance for Knockdown
 (25) Force Feedback - Chance for +Recharge


Level 8:    Dehydrate    
 (A) Apocalypse - Damage
 (25) Gladiator's Javelin - Chance of Damage(Toxic)
 (27) Impeded Swiftness - Chance of Damage(Smashing)
 (27) Touch of Lady Grey - Chance for Negative Damage
 (29) Shield Breaker - Chance for Lethal Damage
 (29) Touch of the Nictus - Chance for Negative Energy Damage


Level 10:    Hover    
 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range


Level 12:    Whirlpool    
 (A) Superior Sentinel's Ward - Accuracy/Damage
 (31) Superior Sentinel's Ward - Damage/RechargeTime
 (31) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
 (31) Superior Sentinel's Ward - Accuracy/Damage/Endurance
 (33) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
 (33) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb


Level 14:    Kick    
 (A) Force Feedback - Chance for +Recharge


Level 16:    Master Brawler    
 (A) Panacea - Heal/Recharge
 (33) Panacea - Heal/Endurance/Recharge


Level 18:    Water Jet    
 (A) Thunderstrike - Accuracy/Damage
 (34) Thunderstrike - Accuracy/Damage/Endurance
 (34) Thunderstrike - Damage/Endurance
 (34) Impeded Swiftness - Chance of Damage(Smashing)
 (36) Gladiator's Javelin - Chance of Damage(Toxic)
 (36) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown


Level 20:    Enduring    
 (A) Performance Shifter - Chance for +End
 (36) Kismet - Accuracy +6%
 (49) Performance Shifter - EndMod


Level 22:    Agile    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (37) Luck of the Gambler - Defense
 (37) Luck of the Gambler - Defense/Endurance
 (37) Luck of the Gambler - Defense/Recharge


Level 24:    Dodge    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (39) Reactive Defenses - Scaling Resist Damage


Level 26:    Hasten    
 (A) Recharge Reduction IO
 (39) Recharge Reduction IO


Level 28:    Quickness    
 (A) Flight Speed IO


Level 30:    Tidal Forces    
 (A) Recharge Reduction IO
 (39) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 32:    Geyser    
 (A) Superior Opportunity Strikes - Accuracy/Damage
 (40) Superior Opportunity Strikes - Damage/RechargeTime
 (40) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
 (40) Superior Opportunity Strikes - Accuracy/Damage/Endurance
 (42) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime
 (42) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity


Level 35:    Steam Spray    
 (A) Ragnarok - Damage
 (42) Positron's Blast - Chance of Damage(Energy)
 (43) Touch of Lady Grey - Chance for Negative Damage
 (43) Shield Breaker - Chance for Lethal Damage
 (43) Annihilation - Chance for Res Debuff
 (45) Achilles' Heel - Chance for Res Debuff


Level 38:    Tough    
 (A) Gladiator's Armor - TP Protection +3% Def (All)
 (45) Steadfast Protection - Resistance/+Def 3%
 (48) Unbreakable Guard - +Max HP


Level 41:    Evasion    
 (A) Luck of the Gambler - Defense
 (45) Luck of the Gambler - Defense/Recharge
 (46) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (46) Luck of the Gambler - Defense/Endurance


Level 44:    Mind Probe    
 (A) Empty


Level 47:    Dominate    
 (A) Unbreakable Constraint - Chance for Smashing Damage
 (47) Apocalypse - Chance of Damage(Negative)
 (47) Gladiator's Javelin - Chance of Damage(Toxic)
 (47) Neuronic Shutdown - Chance of Damage(Psionic)
 (48) Ghost Widow's Embrace - Chance of Damage(Psionic)
 (48) Gladiator's Net - Chance of Damage(Lethal)


Level 49:    Weave    
 (A) Luck of the Gambler - Defense/Endurance


Level 1:    Opportunity    
Level 1:    Brawl    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 1:    Swift    
 (A) Empty


Level 1:    Hurdle    
 (A) Empty


Level 1:    Health    
 (A) Panacea - +Hit Points/Endurance
 (9) Numina's Convalesence - +Regeneration/+Recovery
 (11) Miracle - +Recovery


Level 1:    Stamina    
 (A) Performance Shifter - Chance for +End


------------

 

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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|-------------------------------------------------------------------|

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Alright. So now we're playing math and minmaxing. I've already made a spreadsheet for this. Some people might chime in and say it doesn't give exact numbers from observed and expected, but ain't nobody going to achieve those numbers when server lag is at play. Every other number available is mathematically correct. Anyway. The only thing I don't have modeled is the 10 second cooldown on Enhanced Water Jet, you kinda have to account for that on your own.

 

Anyway, my main is Water/SR. So I plugged your numbers into said spreadsheet, and all things being equal, you did produce a higher dps than my current loadout. But all things are not fair; I have Mind Probe slotted for damage. Changing my rotation to include Mind Probe instead of Aqua Bolt yields higher damage. It's a nominal increase, so whatever. 

 

1. If you slotted Aqua Bolt for damage instead of muling, you would get more damage. Minor, so whatever.

2. You have a lot of ghost recharge in Mid's with the 2 Force Feedback procs toggled. Otherwise you're running 87.5% before Hasten. Water Blast, however, has a fairly strict rotation that isn't exactly thirsty for recharge, so once again, whatever.

3. The ATOs do love being in AOE powers. You'll probably fill your bar with Opportunity Strikes in Geyser. Sentinel's Ward will only proc the one time for 160hp since it's a pseudopet. So because of how pseudopets interact with Opportunity Strikes, you're not looking at the 6.5% chance to proc. I think I had it figured out to use the pets recharge+cast instead of the base 10 seconds of a psuedopet, which gave it around a 14% proc chance. I've spent like an hour looking for the post where I said the real number, but I can't find it to save my life. I definitely see way more than a 6.5% proc chance in practice. Anyway, I would probably flop the slotting on the two powers. Geyser will get you a shield for 6 targets (cap for the enhancement) instead of the one, Opportunity Strikes will proc fairly often in Whirlpool.

 

The "whatevers" do come into play when you're minmaxing. You're not exactly maxed when you're saying whatever to losing some dps here and there.

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thanks for the info.   I had thought that I needed to swap the ATO's, because on my ice/Sr the rain powers will load up about 42 to 49 points of opportunity, iirc.   I had also thought about modifying aqua bolt's slotting, and just using it as a offensive opportunity enabler when it was appropriate.  I'll have to take a dig at your spreadsheet.

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