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Proc'n Out! but I Gotz Questions


WuTang

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Hello all!

 

Time for some WuTang newb-questions...

 

Procs, I think also referred to as %damage(??), is used by many to bump up the damage, but I'm just now really, over the last month, coming to understand how good they are. But I've got questions...cause I got the "I don't knows."

 

1. What % chance is too low to make it not worth slotting (not talking for set bonus reasons)?

 

2. AOE/Cone attacks, is the % chance checked with each target or just on activation? Not sure if that's clear, does the proc have a chance to hit each target for full value?

 

3. Does the proc rely on the accuracy % of the attack it's slotted in to hit? Or so long as the power hits there is a chance the proc hits too? I'm assuming that if the power misses, then the proc has no chance to hit. Does the power's accuracy affect the procs at all, other than misses?

 

4. If an AOE attack fires off multiple times, like Dual Pistol's Bullet Rain, does each hit have a chance for proc damage? Same goes for something like Rain of Fire AOE, I think this is a pseudo pet though, but still don't know.

 

Somethings I think I understand:

Slotting recharge in the power reduces the % chance of the proc going off. But somehow global recharger does not have a negative impact on this.

For some reason recharge boost from incarnates also reduces the % chance of the proc.

The higher the PPM the more recharge the power can have before reducing the chance to hit.

I prioritize by PPM, then by damage type, choosing psi/S/L as my last resort. Don't know if this is logical or me just being anal, but I've seen charts that show Neg Energy being the least resisted, but diversifying regardless might be a better call??

 

Ok so maybe I snuck some "I don't knows" into the "I think I understand" list. My bad...

 

But any ways...I'm down for some edumacating!

 

As always, thanks in advance!!

 

-WT

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16 minutes ago, WuTang said:

1. What % chance is too low to make it not worth slotting (not talking for set bonus reasons)?

 

You're asking which is better: Apples or Oranges.   It's easier to look at something like "Is it worth using this slot for a damage enhancement IO or a %damage proc because that's just calculating what average damage you can expect where the IO enhancement is a straight percentage added damage to the base damage of the power.  The proc is whatever chance it has to fire times the total damage the proc does.  That gives you the direct comparison.  Anything else is up to you.  Is a 20% damage proc that deals 70 damage better than a +recharge set bonus?  I dunno.  42??

 

18 minutes ago, WuTang said:

2. AOE/Cone attacks, is the % chance checked with each target or just on activation? Not sure if that's clear, does the proc have a chance to hit each target for full value?

 

Procs either hit for their full damage or not at all and yeah, each target hit by the AoE rolls their own dice for the proc chance.  So if it's 20% chance to do 70 damage you might see one or two of those 70s pop up over the heads of 5 targets hit with the cone.  Note that some procs are self-buffs like say the Force Feedback +rech proc but they are coded so they don't stack.   In that case, using it in an AoE gives you multiple chances of getting that one fire of the proc you need to gain its benefit.  It's effectively like increasing the chance of the buff happening each time you use the AoE since it only has to hit one or more targets.  Break out your combinatorial probability texts!

 

22 minutes ago, WuTang said:

3. Does the proc rely on the accuracy % of the attack it's slotted in to hit? Or so long as the power hits there is a chance the proc hits too? I'm assuming that if the power misses, then the proc has no chance to hit. Does the power's accuracy affect the procs at all, other than misses?

 

No.  If it hits a target, they have a chance to proc based on the PPM calc.  If you miss, the chance is zero.

 

23 minutes ago, WuTang said:

4. If an AOE attack fires off multiple times, like Dual Pistol's Bullet Rain, does each hit have a chance for proc damage? Same goes for something like Rain of Fire AOE, I think this is a pseudo pet though, but still don't know.

 

For non-pseudo pet powers, the chance to proc is once per activation of the power per each enemy hit by that power.   That goes the same for one-shot powers as for damage-over-time powers.  DoTs are ones where you see something like "14.5768 points of Lethal damage (all affected targets) every 0.5s for 1.1s (100% chance)" in CoD for the description of the power effect.  This is still just ONE activation but it deals damage in "ticks" of 14ish damage every half second for 1.1 seconds.

 

Pseudo pets are different.  They look similar, like a bunch of damage ticks in DoT, but they work by activating a single-shot damage power repeatedly very quickly.   But this doesn't give them more chances to proc.  The devs have thought of this one and have made it so psudo-pets work differently.  They instead have a chance to proc once every 10 seconds.  As if they were firing their damage power off only once every ten seconds.  It's weird.

 

30 minutes ago, WuTang said:

Slotting recharge in the power reduces the % chance of the proc going off. But somehow global recharger does not have a negative impact on this.

 

Yeah this is just arbitrary.  The PPM formula takes into account recharge enhancement but not global recharge buffs.  So you slot a enhancement, it lowers the proc chance.  But this is supposed to be because now you can use the power more often.  The overall idea was that a 1PPM proc in a single target attack should proc roughly once every minute.  If you put it in an attack that you can use twice a minute, it should work out to a 50% chance to proc.  Global recharge makes a mockery of this though because it's outside the calculation and so it makes the proc have more chances to fire (because you can use ALL your powers more often) without reducing it's percent chance to fire.

 

32 minutes ago, WuTang said:

For some reason recharge boost from incarnates also reduces the % chance of the proc.

 

This is because the Alpha Incarnate acts the same way an enhancement slotted in the power does.  It enhances every power that can accept recharge enhancement.   It's just a different way than giving you a global recharge boost.

 

33 minutes ago, WuTang said:

The higher the PPM the more recharge the power can have before reducing the chance to hit.

 

Yes and no.  Recharge enhancement always reduces the proc chance, it's just that proc chance has a max chance of 90%, so as long as you are not adding enough recharge to drop it below 90%, you are not yet reducing its real chance of firing.

 

35 minutes ago, WuTang said:

I prioritize by PPM, then by damage type, choosing psi/S/L as my last resort. Don't know if this is logical or me just being anal, but I've seen charts that show Neg Energy being the least resisted, but diversifying regardless might be a better call??

 

Yeah, you could look at those old charts of least resisted and that's probably a good strat.  Unless you just do a lot of a particular content that has certain enemies weak to lethal or something (like Carnies).

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I use "%damage" sepcifically to refer to procs that can cause damage, as opposed to other %proc effects. Also, I don't use "proc" to refer to "globals", although there are some "Procs" that are "globals". For example, Preventive Maintenance %Absorb. "Franken-slotting" is the term I use to when choosing pieces over set bonuses.

 

30 minutes ago, WuTang said:

1. What % chance is too low to make it not worth slotting (not talking for set bonus reasons)?

 

If a proc is part of a set, it is in my experience fine to use it instead of another piece that won't be doing much... like moar damage, once deep in ED, or moar slotted recharge because it can hurt %proc chances. A popular non-damage %proc is the Gaussian's %BuildUp.

 

I almost never franken-slot single-target powers, unless that power is needed to get DPS on a character that otherwise wouldn't have a damaging attack (at that level). 30% is what I'd consider the lower end, but it kinda varies.

 

36 minutes ago, WuTang said:

2. AOE/Cone attacks, is the % chance checked with each target or just on activation? Not sure if that's clear, does the proc have a chance to hit each target for full value?

 

AoE attacks are all individual rolls against all possible targets. If an attack hits, then %procs can come into play, but only for hit targets.

 

38 minutes ago, WuTang said:

3. Does the proc rely on the accuracy % of the attack it's slotted in to hit? Or so long as the power hits there is a chance the proc hits too? I'm assuming that if the power misses, then the proc has no chance to hit. Does the power's accuracy affect the procs at all, other than misses?

 

Yes, but I want to clear up something... that isn't quite correct...

 

3 minutes ago, ZemX said:

No.  If it hits a target, they have a chance to proc based on the PPM calc.  If you miss, the chance is zero.

 

AFAIK, attacks with procs work like this, for each target

  1. There is a ToHit roll for the attack, based on the player using the attack (so global Accuracy/ToHit bonuses are in play, with a ceiling of 95%
  2. There is a %proc roll for any procs, with a ceiling of 90%
  3. Any proc that "fires", has to make its own attack roll, based on the accuracy of the power (player bonuses do not apply, although I suspect that Alpha Nerve does apply, but I have not tested.) with a ceiling of 95%

This is so that "auto-hit" powers don't simply apply %proc per the proc rate. Long ago I did some testing with a Tanker and the %Psi and I was seeing fewer applications of %Psi than I expected based only on the %proc rate... but it was consistent if I factored in the "base accuracy" of Taunt.

 

I also tested this with an Acid Mortar, both with-and-without Accuracy slotting. With Accuracy added (to the mortar), I saw a greater number of %procs from the Acid Mortar than I did without Accuracy slotting.

 

As an aside, there was a thread (now hidden by its creator, couldn't tell you why) where a player collected a LOT of data using powers with six %damage pieces, yet never saw "six proc hits". This is explained by the way the (pseudo) RNG works (it flatly populates RNG space between 0.0 and 1.0)... against a single target, there would have to be:

  • One initial roll ToHit, for the attack,
  • Six %proc rolls,
  • Six more ToHit rolls, one for each proc.

Even if the %proc chances were at the ceiling (90%), the flat pseudo-RNG simply won't let that many consecutive rolls exclude the probability space between 0.95 and 1.00. Anybody who sees enough streakbreaker forced hits on their 95% toHit character's attacks can observe this.

 

But I digress...

 

54 minutes ago, WuTang said:

4. If an AOE attack fires off multiple times, like Dual Pistol's Bullet Rain, does each hit have a chance for proc damage? Same goes for something like Rain of Fire AOE, I think this is a pseudo pet though, but still don't know.

 

Once an attack has hit and is delivering Damage-over-Time (DoT), there won't be any more %proc rolls... the %damage is all front-loaded. If there is something like a pseudo-pet, then there can be more %proc fires (one potentially for each ToHit roll) but (a) pseudo pets generally have "high recharge"/"bad %proc" and (b) other complicating factors.

 

Generally: I will lean on %damage for low-damage characters, but not at the exclusion of sufficient set bonuses. On higher-damage ATs, if the character will mostly be doing damage of a specific type (say Psi), I will try to add %damage of a type other than Psi.

 

At level 50, most %damage pieces do 70 points of damage (purples do more). The extra 70 is effectively reduced by the %proc chance... if I can get more (sustained) damage by simply boosting Damage and Recharge... then it makes less sense to try to add %damage. This is all a matter of taste... there are some powers (like varieties of Thunderstrike) where the target of the attack takes a lot of damage (so %damage makes less sense than boosting) but depending how many targets outside the initial can get hit, the base damage they take is much less (than the initial target), so %damage might make sense for them. Specific to Thunderstrike, I find it good to %damage on Tankers, but not on any other AT.

 

Also keep in mind: If the player's character is already at the +Damage cap, %damage can "leap" over the cap.

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9 minutes ago, tidge said:

As an aside, there was a thread (now hidden by its creator, couldn't tell you why) where a player collected a LOT of data using powers with six %damage pieces, yet never saw "six proc hits". This is explained by the way the (pseudo) RNG works (it flatly populates RNG space between 0.0 and 1.0)... against a single target, there would have to be:

  • One initial roll ToHit, for the attack,
  • Six %proc rolls,
  • Six more ToHit rolls, one for each proc.

Even if the %proc chances were at the ceiling (90%), the flat pseudo-RNG simply won't let that many consecutive rolls exclude the probability space between 0.95 and 1.00. Anybody who sees enough streakbreaker forced hits on their 95% toHit character's attacks can observe this.

 

So are you implying there is a limit on how many %procs we place in a power? 

 

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7 minutes ago, tidge said:

Any proc that "fires", has to make its own attack roll, based on the accuracy of the power (player bonuses do not apply, although I suspect that Alpha Nerve does apply, but I have not tested.) with a ceiling of 95%

 

Hmm... I knew about auto-hit powers but I didn't think non-auto-hit powers actually needed to hit a target twice, effectively, in order to take effect.  

 

Also, in CoD, I only see the tag about "requires tohit roll even in auto-hit powers" applied to damage procs, not to stuff like Achilles:-res or F:rech. 

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Just now, WuTang said:

So are you implying there is a limit on how many %procs we place in a power?

 

Yes... but I can't know a priori which of the %procs I might have slotted is going to be the one that doesn't hit.

 

On an early power like Infrigidate, or Gale, where I might not have a damaging attack, I might go with as many as four, plus an Accuracy IO. As a self-imposed rule, I never plan to use more than three %damage pieces... but I will make exceptions (for AoE).

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3 minutes ago, ZemX said:

Hmm... I knew about auto-hit powers but I didn't think non-auto-hit powers actually needed to hit a target twice, effectively, in order to take effect.  

 

Also, in CoD, I only see the tag about "requires tohit roll even in auto-hit powers" applied to damage procs, not to stuff like Achilles:-res or F:rech. 

 

Achilles' Heel is a bit of an odd-duck. When I think about it, I tend to think of it as a possible force multiplier... I often swap it into builds when I am playing on teams, but for most of my characters that solo, I'll roll the dice with %damage. See also Annihilation %-resistance). Yay unslotters!

 

I found a good place to test AoE procs themselves (in powers) is the Tunnel of the Trolls. The level shift for a fully-slotted character at level 50 should have the ToHit chances at the ceiling. Taunt has a target cap, so typical spawns there will exceed it, but it is good for checking many other AoE. It's a little harder to set up a controlled experiment to see how they work against even-level enemies, the leftovers from a Kings Row Paladin Construction will always be level-less to the player.

 

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13 minutes ago, tidge said:

 

Yes... but I can't know a priori which of the %procs I might have slotted is going to be the one that doesn't hit.

 

On an early power like Infrigidate, or Gale, where I might not have a damaging attack, I might go with as many as four, plus an Accuracy IO. As a self-imposed rule, I never plan to use more than three %damage pieces... but I will make exceptions (for AoE).

 

GRRRR.... I gotta figure out how to use the "test server" and also, where it is...and how to insta-level to 50. 

 

I've been reworking a build for DPS and I've got up to 5 procs in a few attacks.

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10 minutes ago, WuTang said:

 

GRRRR.... I gotta figure out how to use the "test server" and also, where it is...and how to insta-level to 50. 

 

I've been reworking a build for DPS and I've got up to 5 procs in a few attacks.

 

At some point it is less about "maximizing damage" and more about "minimizing the number of attacks to defeat ____ (critter/spawn)". For example: If an AoE Nuke with %damage is always going to require a second followup AoE to clean up... maybe just go with the set bonus?

 

Edit: This is why I seldom slot single-target Holds for DPS. If I have to keep swinging on an enemy that I just hit with the ST Hold, I'd rather just that critter stay held.

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33 minutes ago, tidge said:

 there was a thread (now hidden by its creator, couldn't tell you why) where a player collected a LOT of data using powers with six %damage pieces, yet never saw "six proc hits". This is explained by the way the (pseudo) RNG works (it flatly populates RNG space between 0.0 and 1.0)... against a single target, there would have to be:

  • One initial roll ToHit, for the attack,
  • Six %proc rolls,
  • Six more ToHit rolls, one for each proc.

Even if the %proc chances were at the ceiling (90%), the flat pseudo-RNG simply won't let that many consecutive rolls exclude the probability space between 0.95 and 1.00. Anybody who sees enough streakbreaker forced hits on their 95% toHit character's attacks can observe this.

 

I distinctly recall testing that theory pretty recently, with an Arsenal Control AOE slotted with six procs plus an interface slot. There were multiple screenshots with colour coded arrows annotated via MSPaint, highlighting several instances where all seven "chance for additional damage" sources triggered on the same enemy.

 

Buggered if I can actually find it now though...

 

In any case AFAIK procs only require a separate ToHit check in Autohit abilities (like Taunts or Debuffs patches) but if the parent power already needs to pass a ToHit check then the procs will effectively just use it's check.

 

 

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11 minutes ago, tidge said:

 

At some point it is less about "maximizing damage" and more about "minimizing the number of attacks to defeat ____ (critter/spawn)". For example: If an AoE Nuke with %damage is always going to require a second followup AoE to clean up... maybe just go with the set bonus?

 

Edit: This is why I seldom slot single-target Holds for DPS. If I have to keep swinging on an enemy that I just hit with the ST Hold, I'd rather just that critter stay held.

 

This is the build... 

 

So take them down to 3 procs at most?

Brute - Dark Melee - Super Reflexes_8-Procs.mbd

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11 minutes ago, Maelwys said:

Buggered if I can actually find it now though...

 

Oh I know whose thread it was, they specifically hid it.

 

11 minutes ago, Maelwys said:

In any case AFAIK procs only require a separate ToHit check in Autohit abilities (like Taunts or Debuffs patches) but if the parent power already needs to pass a ToHit check then the procs will effectively just use it's check.

 

Like I wrote, I did enough testing with-and-without Accuracy slotting that I feel confident. I didn't collect enough data to have high power, because a LOT of data is needed to tell the difference between two percentages that are close to each other.

 

Random comment about the RNG, not specific to %proc

 

Spoiler

As an aside about hypothesis testing between two percentages very close to each other, I'd really like to know if Streakbreaker "burns" or "skips" a ToHit roll on the RNG. My suspicion is that it "burns" one, but I'd like to know for sure. I think it is easier coding if it just "burns" (that is, rolls but does not use) a RNG result, but because of the flat pseudo-RNG a ToHit roll of >0.95 has (my hypothesis) a greater than 19-in-20 chance of being below 0.95. This would mean (ironically) that for ToHit chances at the ceiling, Streakbreaker is very likely making it more likely that more ToHit rolls miss.

 

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8 minutes ago, WuTang said:

 

This is the build... 

 

So take them down to 3 procs at most?

Brute - Dark Melee - Super Reflexes_8-Procs.mbd 47.77 kB · 0 downloads

 

I don't MIDS, but I'd balance the attacks with %procs against what else I might do with those slots.

 

Dark attacks can be something of an interesting case, because the %damage will be upfront for DoT, but Damage enhancing will be spread out for those later ticks.

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11 minutes ago, tidge said:

  

29 minutes ago, Maelwys said:

 

I distinctly recall testing that theory pretty recently, with an Arsenal Control AOE slotted with six procs plus an interface slot. There were multiple screenshots with colour coded arrows annotated via MSPaint, highlighting several instances where all seven "chance for additional damage" sources triggered on the same enemy.

 

Buggered if I can actually find it now though...

 

Oh I know whose thread it was, they specifically hid it.


Nonono, I meant buggered if I can find my testing.

In any case, just reproduced it on Brainstorm with a quick Scrapper explosion in an AE farm:
image.png.d7cf9a4d2141098cd1d27bd1bc19cea6.png image.png.fcd5eaa0208f90aae8611377d2c6c5dc.png

image.thumb.png.4bf0e2f438d90c6b8cfc074847ffa070.png

image.thumb.png.f61aa60fb2e0c5ec5bee3eb26c44371d.png

13 mobs hit; and of those 13, 8 of them got hit by all six "slotted" damage procs plus the Interface proc.

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  • YOU ARE ONE LUCKY SOB... OR THE PROCS DO NOT WORK AS ADVERTISED.
  • IN MY TESTING, IT WAS SUPER RARE FOR 5 TO GO OFF IN THOUSANDS OF ATTACKS.
  • NO IDEA WHAT IS GOING ON THERE IN THE LOGS, BUT ITS HAPPENING. 
  • IT WAS A 3-DAY THREAD ON PURPOSE.  NO POINT POSTING FINDINGS AND ARGUING ABOUT IT FOR A FEW WEEKS.
  • THE MATRIXES GET JIGGY AFTER 4, SO 5 AND 6 WERE VCLOSE ESTIMATES. (WHICH I STAND BY).

PvP Capture the Flag!  Bring some fun into it....

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Just now, WuTang said:

So Brainstorm is the testing server for builds?


Yups.

See here:

 
Mids even has a function to export your current build to a popup menu on the Beta Server + you can semi-automatically grant yourself all the enhancements ("File --> Export to Beta Server")

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23 minutes ago, shortguy on indom said:
  • YOU ARE ONE LUCKY SOB... OR THE PROCS DO NOT WORK AS ADVERTISED.
  • IN MY TESTING, IT WAS SUPER RARE FOR 5 TO GO OFF IN THOUSANDS OF ATTACKS.
  • NO IDEA WHAT IS GOING ON THERE IN THE LOGS, BUT ITS HAPPENING. 
  • IT WAS A 3-DAY THREAD ON PURPOSE.  NO POINT POSTING FINDINGS AND ARGUING ABOUT IT FOR A FEW WEEKS.
  • THE MATRIXES GET JIGGY AFTER 4, SO 5 AND 6 WERE VCLOSE ESTIMATES. (WHICH I STAND BY).


I've tested it a few times now on different ATs so I'm not sure what was happening in your checks.

I can't see any sign that Damage Procs are currently doing anything other than inheriting the ToHit checks of their parent power... although if the parent power doesn't HAVE a ToHit check (e.g. it's autohit) then it definitely seems that they're forced to make one; as I've seen far too many instances of Procs in stuff like Caltrops and Burn patches etc. "missing" to be explained any other way.
Those built-in checks do seem to obey the usual rule for Pseudopet ToHit rolls though - e.g. if it's still within a few seconds of the power initially triggering then the ToHit check will still be affected by most of the player's Global Accuracy/ToHit Set Bonuses (because those bonuses are coded with a refreshing duration of a few seconds)... otherwise they expire and you're stuck with the power's own base accuracy - which is typically rubbish unless you've purposely slotted it for accuracy AND the power itself actually accepts accuracy enhancement buffs (e.g. caltrops doesn't but bonfire does)


  

9 minutes ago, tidge said:

That's cool! IIRC, Ground Zero has one of the higher base Accuracies.


Yep it's 1.2 Base instead of the typical 1.0 - not wild but nice enough that my slotting on the main servers for that character only includes a single Acc/Dam/Rech IO (an Obliteration) and the power still has >95% ToHit chance versus +3s! 😀
 

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  • correction:  was using the TOGGLE POWER... 'WORLD OF CONFUSION.'
  • erroneously wrote that it was a pbaoe.
  • GOING TO FIND MY CALCS AND RE-TEST.
  • WILL POST THE TOTAL GLOBAL ACC, POWER ACC, CHANCE TO HIT, LOGS, ETC.
  • MY RESULTS WERE CLOSER TO THE CALCULATED VALUES LOL.
  • CANNOT FIND THE THREAD AFTER THE HIDE.
Edited by shortguy on indom
it was a toggle, not a pbaoe
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To add one little thing.  I am not a proc person but i LOVE cones.   
 

As i understand it the chance of something procing is based partially on the area.  Also, according to my limited understanding for cones this is based on arc.  But you can extend the range on the cone, creating a larger footprint and not affect the proc calculation.  At least as i poorly understand the situation 

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43 minutes ago, shortguy on indom said:
  • ALSO WAS USING A pBaoe POWER... 'WORLD OF CONFUSION.'


Pretty sure that's from the Dominator/Controller/Defender/Corruptor Epic pools... 
8ft AoE Toggle with a smidge of damage and a Mag2 Confuse?

Damage Procs from sets other than "pure damage" (such as the various CC sets like Holds, Confuses, Knockback, etc) can be a bit funky in some powers. So if you were using any of the Confuse Procs here (e.g. from the Cacophony and Malaise's Illusions sets) then I wouldn't be surprised if those particular procs were only getting a chance to apply whenever the Confuse effect itself actually successfully kicked in on each foe. Therefore if you were testing versus LTs or higher then that may have skewed the results.
You could maybe try retesting just using Procs from the regular damage sets? Should be able to stick a Fury of the Gladiator "-Res" Proc and a Superior Avalanche "Chance for KD" proc if needed in the last two slots to achieve a full set of six...

EDIT: Also, it's worth pointing out that a TOGGLE with 8ft radius is going to have a 3.5PPM activation chance of 30.70%. Binomial Probability suggests that your average chance of seeing ALL SIX Procs activate simultaneously is 0.083720199172025% - therefore you'd need to make many, many thousands of trials in order to achieve a decent likelihood of seeing all them trigger. So in a toggle which will only get one opportunity for any procs to trigger once every 10 seconds and likely isn't reaching the 95% ToHit rate? Yeah; you're definitely going to be there for a while even with "pure damage" set procs... :classic_sad: I'd probably swap to a long-recharge clicky and try that instead.
 

Edited by Maelwys
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18 minutes ago, Snarky said:

To add one little thing.  I am not a proc person but i LOVE cones.   
 

As i understand it the chance of something procing is based partially on the area.  Also, according to my limited understanding for cones this is based on arc.  But you can extend the range on the cone, creating a larger footprint and not affect the proc calculation.  At least as i poorly understand the situation 


AFAIK it's affected by the power's listed "Radius" and "Arc".
It definitely doesn't factor in any Global buffs so stuff like Tanker Gauntlet or /Energy Blaster's "Boost Range" won't reduce your chances.
I've not personally tested if adding "Range" enhancements to a power actually matters or not... but I'd not be surprised if it did (like local +recharge% slotting)
 

Edited by Maelwys
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Just now, WuTang said:

 

So you're saying 5 procs is fine?


I'm saying that it's definitely possible to six-slot a power with procs and see all six of those procs hit 🙂 

In practice however, personally I very rarely slot more than 3-4 procs in something. I almost always want to boost the power's Accuracy a bit (notable exception: SuperStrength Brutes, because Rage) and often slotting a level 53 Acc/Dam HO or two (or a two-piece Acc/Dam/EndRed + Acc/Dam Superior Winter set) will simply give more practical benefit than a few extra procs. Especially if I'm scraping the barrel and all that's left are the Psychic or Lethal Damage ones...

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