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Disparity in proc rate between Scourging Blast / Defender's Bastion


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The Defender's Bastion ATO has a proc that provides +health. It's 4 PPM for the standard version and 5 PPM for the superior version. The Scourging Blast ATO has a similar proc that provides +health and +end. It's 2 PPM for the standard version and 3 PPM for the superior version. (While the corruptor proc boosts two attributes instead of one, its heal is 75% of the defender heal.) It seems like corruptors are getting shafted on the proc rate.

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20 minutes ago, tidge said:

My hot take: +Endurance is more valuable than either +Absorb or +Heal, with +Absorb better than +Heal.+Absorb isn't in this particular discussion.

The +end the corruptor proc provides is pretty small:  5% for the standard version and 7.5% for the superior version. It's barely noticeable. I was playing a defender the other day and the heal proc was firing almost every time I used the power it was slotted in despite having the ATO 6-slotted. Getting a 107 hp heal every 5-10s seemed pretty valuable to me. I don't get that kind of performance from the corruptor proc. I would be happy to have the magnitude adjusted if the frequency were increased.

 

The other defender ATO provides +absorb and also has a 4 PPM/5 PPM proc rate.

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I'd say the the heal is even less noticeable, because my characters are always spending blue, but working to avoid spending green! Mileage varies of course, for lots of complicated reasons like Scaling Damage Resistance.

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Nah don't change anything. There's no universal proc rate design for ATOs and I don't want to get stuck with worse numbers because of a desire for uniformity. Defender base values are going to make that heal bigger, but 100 HP over 10 seconds is not going to save anyone who can't just pop a respite.

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2 hours ago, PoptartsNinja said:

If we ignore the Brute Fury proc, which is still bugged, the Defender heal proc is probably the worst ATO proc in the game. So that honestly seems reasonable. Getting to proc an end refund on a big power is nice.

 

I definitely think that there are "worse" ATO %procs. The Brute's Fury-bonus proc is probably one of the worst performing game effects that should perform better than it does... see also the VEAT inherents.

 

As an aside, the ATO %procs are all tied to a "pure Recharge" component, so for certain ATs I feel that looking at the 2-piece set bonuses and seeing how those can help an AT, because a Recharge piece on a long-baseline-recharge tied with a single other ATO piece from the same set often looks (to me) like a reasonable choice, if that power was going to be franken-slotted anyway. Mileage varies of course!

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On 10/15/2024 at 11:50 AM, tidge said:

I'd say the the heal is even less noticeable, because my characters are always spending blue, but working to avoid spending green! Mileage varies of course, for lots of complicated reasons like Scaling Damage Resistance.

 

https://homecoming.wiki/wiki/Reactive_Defenses:_Scaling_Damage_Resistance

 

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It's worth noting that the corruptor heal proc being 75% of the defender one is in line with corruptor support powers being 75% strength relative to defenders in general. The proc isn't specifically weaker, it's just obeying archetype modifiers.

 

With that in mind, the fact that it also grants endurance probably actually does justify the lower proc rate.

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