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Procs Per Minute (PPM) Information Guide

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10 hours ago, macskull said:

 

Not quite - special IOs that act like set bonuses (they show up under your "set bonus" list in your character's info window) follow the -3 rule. Common examples of this are the knockback protection IOs and the Steadfast Protection +3% defense IO. The exceptions to that are the special PvP IO pieces that give resistance (Shield Wall) and defense (Gladiator's Armor) since PvP IO set bonuses exemplar just like purple set bonuses.

 

Procs that don't act like set bonuses (damage procs, "chance for" procs, "always-on" procs) will work no matter what level you're exemplared to as long as the power they're slotted in is available for use. If I slot a level 40 Miracle +recovery into Health it'll be available at any level because Health is unlocked at level 2 (and even if I exemplar down to level 1 I'd still have any power I picked up to level 6). For procs that fit this description, the level range of the IO set is irrelevant.

Thanks!

 

So is there any indication of which is which in its description, or do we simply need to know?


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5 hours ago, Scarlet Shocker said:

or do we simply need to know?

You simply learn to know.


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Why is the chance to proc so low in rain of arrows?  I would have expected a decent proc chance with a base recharge of 60 seconds.  Is it punished too heavily by the AoE radius or is there something weird going on with the proc chance?

 

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6 minutes ago, josh1622 said:

Why is the chance to proc so low in rain of arrows?  I would have expected a decent proc chance with a base recharge of 60 seconds.  Is it punished too heavily by the AoE radius or is there something weird going on with the proc chance?

 

It's because Rain of Arrows is a location AoE that you drop a pseudopet to (also referred to as a patch). So it does not use the click formula (where recharge matters), it uses the Toggle formula (where it's PPM*10/60/AreaMod). So there is some good and bad to this, the good is you can enhanced the recharge as much as you want and it won't affect the performance. But the bad is the fact it uses only a 10 second activation period (much less than your base recharge). Now, I forget how long Rain of Arrows lasts for, but you will get a proc opportunity when you cast it, then again every 10 seconds until the pseudopet/patch goes away.

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1 minute ago, Bopper said:

It's because Rain of Arrows is a location AoE that you drop a pseudopet to (also referred to as a patch). So it does not use the click formula (where recharge matters), it uses the Toggle formula (where it's PPM*10/60/AreaMod). So there is some good and bad to this, the good is you can enhanced the recharge as much as you want and it won't affect the performance. But the bad is the fact it uses only a 10 second activation period (much less than your base recharge). Now, I forget how long Rain of Arrows lasts for, but you will get a proc opportunity when you cast it, then again every 10 seconds until the pseudopet/patch goes away.

If it's being treated like other rain powers with a long duration then that sucks.  Rain of arrows only lasts for a few seconds so there's only 1 chance for a proc check.  Looks like procs are nearly worthless in it.

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1 hour ago, josh1622 said:

If it's being treated like other rain powers with a long duration then that sucks.  Rain of arrows only lasts for a few seconds so there's only 1 chance for a proc check.  Looks like procs are nearly worthless in it.

Looking at City of Data, it looks like Rain of Arrows summons 2 pseudopets, so that should give you 2 proc opportunities, but it's still with the pseudopet formula. The only good side I see with RoAs, it has a 60 second recharge, so with enough recharge you could fire it every 15 seconds, and hopefully 2 proc attempts per 15 seconds will help. I personally havent tested it though, so take it with a grain of salt...it could still be just 1 proc opportunity for all I know.

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I was curious if anybody has used procs in the blaster version of glue arrow.  It appears the damage portion of the glue creates a patch on the ground like caltrops and they are able to move out of the damage.  How often would the damage portion trigger a proc?  Would it behave just like caltrops? With the new proc mechanic is it worth procs?


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32 minutes ago, Mr.Sinister said:

I was curious if anybody has used procs in the blaster version of glue arrow.  It appears the damage portion of the glue creates a patch on the ground like caltrops and they are able to move out of the damage.  How often would the damage portion trigger a proc?  Would it behave just like caltrops? With the new proc mechanic is it worth procs?

On page 6 of the comments, I did an extensive look at glue arrow. Target AoE patches are unique as the initial cast is a single target click attack which has a higher chance to proc on the target, then the patch itself uses the patch formulas.

Edit: I dont remember which version of Glue Arrow I used, but I think it was Defender. Things should be the same for the Blaster version, but you would get more proc options since it does damage.

 

Edit #2: I should still answer your questions.

The patch will have a chance to proc when summoned (right after casting it), then again every 10 seconds until the patch dies. For glue arrow, I think it's a 30s duration. I dont remember if it procs at 0s, 10s, 20s and 30s, or if it only procs at 0s, 10s, and 20s.

The patch should work just like caltrops as far as procs are concerned. It will use a 10s activate period, and whatever radius the patch is will feed into the proc formula.

I would say it is worth using procs in, but that is always a build specific question,as proc damage is less impactful to blasters as their base damage is already so superior.

Edited by Bopper
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So I searched this thread for Decimation proc mentions to see if the internal cooldown is 10 sec or just the flat PPM chance. I saw one that showed you got basically back to back Decimation procs. Is it safe to say that the average for Decimation is:

805.25 Ability_Cooldown * Ability_PPM%?

 

edit: this is vs: 805.25 IO_Cooldown(10) * Ability_PPM%

Edited by underfyre

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18 minutes ago, underfyre said:

So I searched this thread for Decimation proc mentions to see if the internal cooldown is 10 sec or just the flat PPM chance. I saw one that showed you got basically back to back Decimation procs. Is it safe to say that the average for Decimation is:

805.25 Ability_Cooldown * Ability_PPM%?

 

edit: this is vs: 805.25 IO_Cooldown(10) * Ability_PPM%

Are you trying to calculate what the overall average impact of what the decimation build up proc will provide you? If so, it would depend on how often you fire the power, which would be the first formula you show. However, youd have to factor in accuracy, as it's not guaranteed you would hit every time the power is off cooldown (at best it would be 95% of the time).

 

Also, the buildup proc is not guaranteed 80% damage boost. The amount is determined by AT. If you use the link that shows Macskull's list of procs, it should also show what Buildup % it is for each AT.

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Yeah, I'm working on a Sentinel sheet, so I'm working off of 80%.

 

Sot it'd be more of a 805.25 Ability_Cooldown * Ability_Hit% * Ability_PPM%?

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5 minutes ago, underfyre said:

Yeah, I'm working on a Sentinel sheet, so I'm working off of 80%.

 

Sot it'd be more of a 805.25 Ability_Cooldown * Ability_Hit% * Ability_PPM%?

Assuming the Ability Cooldown is greater than 5.25s, then yes. If you're firing the power faster than that, then we would need to tweak the formula for dealing with probability of overlap

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Good point.

 

I'm not sure if it's 100% necessary, 805.25 if (Ability_Cooldown < 5.25 5.25 , Ability_Cooldown) * Ability_Hit% * Ability_PPM% is what I'll go with.

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Just now, underfyre said:

Good point.

 

I'm not sure if it's 100% necessary, 805.25 if (Ability_Cooldown < 5.25 5.25 , Ability_Cooldown) * Ability_Hit% * Ability_PPM% is what I'll go with.

That won't be how we would tweak the formula, as I believe a 2nd Buildup would result in replacing the original Buildup (thus cutting off whatever buildup time you had remaining).

 

Also, I am not sure how you're defining Ability Cooldown, but it should be the MRT + ArcanaCastTime. If you want an exact formula, give me some time to think about it and I can maybe get you something.

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I have two different cooldowns in the sheet, 1 for PPM calcs: Ability_Base_Recharge / (1 + Enhancements) 

 

Then for this calc It'd be the full cooldown that includes global recharge.

 

In this case since it's a spreadsheet and not a sim I think that just going with 5.25 should be sufficient. But are you saying that the recharge of an ability doesn't start until it's arcanatime cast has completed? Because that'll play hell with a few calcs I'm sure.

Edited by underfyre

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22 minutes ago, underfyre said:

I have two different cooldowns in the sheet, 1 for PPM calcs: Ability_Base_Recharge / (1 + Enhancements) 

 

Then for this calc It'd be the full cooldown that includes global recharge.

 

In this case since it's a spreadsheet and not a sim I think that just going with 5.25 should be sufficient. But are you saying that the recharge of an ability doesn't start until it's arcanatime cast has completed? Because that'll play hell with a few calcs I'm sure.

It should be sufficient, and thank you for correcting me. I should not have said MRT (which is the formula you posted on this first line), but rather I should have said the actual recharge (or cooldown) of the power. As for the arcanatime, yes, a power does not start to recharge until its cast time (arcanatime, to be exact) is completed. As for the Build Up proc, that should start its 5.25s counter once the arcanatime is complete.

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