Gobbledygook Posted Tuesday at 10:04 PM Posted Tuesday at 10:04 PM Ok, I'm finally ready to learn more about procs. Is there a guide somewhere on how they work and how to build for them? Like, is there a certain accuracy and recharge speed you want in your build, or the powers themselves? How to choose which powers to proc? Should you proc along the way, or wait until you get to 50?
Troo Posted Tuesday at 10:07 PM Posted Tuesday at 10:07 PM Search Proc Monsters Good place to start: There should be a version of the above for the AT you want. 1 "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum
Maelwys Posted Tuesday at 10:29 PM Posted Tuesday at 10:29 PM (edited) Also this: And MacSkull's PPM Calculator Spreadsheet (make a copy) plus City of Data v2 for the base numbers to plug into it. And maybe this for some other info + illustrated examples: Edited Tuesday at 10:34 PM by Maelwys 1
UltraAlt Posted Tuesday at 11:32 PM Posted Tuesday at 11:32 PM 42 minutes ago, Gobbledygook said: Ok, I'm finally ready to learn more about procs. Is there a guide somewhere on how they work and how to build for them? I'm sure there is, but I don't use guides https://forums.homecomingservers.com/forum/44-guides/ 43 minutes ago, Gobbledygook said: Like, is there a certain accuracy and recharge speed you want in your build, or the powers themselves? Procs aren't going to affect accuracy. I believe that there is/are + to hit one(s). There are definitely "chane for" build-up ones. I think Luck of the Gambler is the only global recharge proc. Are we still just talking about procs or set bonuses? 46 minutes ago, Gobbledygook said: How to choose which powers to proc? Power don't proc. Procs either have a chance to go off when a power is used or they have a global effect when slotted. 47 minutes ago, Gobbledygook said: Should you proc along the way, or wait until you get to 50? I proc a I go. I don't level characters past 49 any more. Generally: I'm getting the (Unique)* Prestige Enhancements [https://homecoming.wiki/wiki/Going_Rogue_Pre-Order#Pre-Order_Enhancements] for free from the START vendor. [I throw the one that does smashing damage in the last slot of tray 7 because I get this glitch sometimes on some characters where they will get locked to only have on tray of enhances and putting an enhancement in the last slot of tray 7 stops his from happening.] [The one for lethal damage I use a placeholder to distinguish between enhances that I'm holding to slot s able and ones that drop or otherwise I plan to sell on the market.] First one I slot is the one that procs psionic damage and has recharge. Then, in another power, I'll slot the one the procs energy damage and has recharge Then, if I have an AOE power that I plan on using before level 20 (they stop working at level 20), then I'll slot the one that does knockdown in that power. You can only slot 1 Unique of that specific kind per character. I'm slotting a https://homecoming.wiki/wiki/Panacea:_Chance_for_%2BHit_Points/Endurance at level 10. I'm slotting a https://homecoming.wiki/wiki/Performance_Shifter:_Chance_for_%2BEndurance as soon as I feel I can after 17 I'm slotting a https://homecoming.wiki/wiki/Power_Transfer:_Chance_to_Heal_Self as soon as I feel that i can (I think this one starts at 18, but I can't remember) If have electrical powers, I might slot another one of the last two in one of my powers that takes end mods and I'll be using at least 3 or 4 times per minute. I usually end up slotting a (Unique) https://homecoming.wiki/wiki/Reactive_Defenses:_Scaling_Damage_Resistance I'll work in ATO procs and sets as able. This next group is pretty much archetype dependent. Next big level for procs for me is level 27 when I start trying to work in: Ranged attack - https://homecoming.wiki/wiki/Devastation:_Chance_for_Hold - I usually try to slot another one of this set to get the set bonus for 2 - Two enhancements improves your Regeneration by 12%. Healing (Unique) - https://homecoming.wiki/wiki/Numina's_Convalescence:_Regeneration/Recovery - I usually try to slot another one of this set to get the set bonus for 2 - Two enhancements improves your Regeneration by 12%. Hold powers - https://homecoming.wiki/wiki/Lockdown:_Chance_for_%2B2_Mag_Hold - I usually try to slot 3 of these in a hold power - Two enhancements improves the Damage of all your powers by 3%. Three enhancements improves the duration of your Hold effects by 2.5%. I use other procs, but I try to stay within character conception. If don't really think that the visual effects of a power fit the character conception then I won't use them. If I think the visual effect fits a character, I might use it even if it doesn't seem to me to be he best choice to use. One I find really fun to use on an Ice theme character with a melee attack especially if it already has knockdown/knockback built in is https://homecoming.wiki/wiki/Blistering_Cold:_Recharge/Chance_for_Hold Nothing like knocking an enemy away and forming a block of ice around them! And, if a tank, I'm pretty much always going to put https://homecoming.wiki/wiki/Perfect_Zinger:_Chance_for_Psionic_Damage in taunt. Taunt cost no end to use and is auto hits on PvE targets, so this give it a chance to cause damage whenever the proc goes off ... and psionic AOE damage at that! I sometimes slot the two others in the set that have increased range so my tanks can taunt targets further away. Two enhancements increases Toxic and Psionic Resistance by 2.25%. Two enhancements reduces the duration of Immobilize effects on you by 3.75%. Two enhancements reduces the duration of Hold effects on you by 3.75%. Two enhancements reduces the duration of Stun effects on you by 3.75%. Two enhancements reduces the duration of Sleep effects on you by 3.75%. Two enhancements reduces the duration of Fear effects on you by 3.75%. Two enhancements reduces the duration of Confuse effects on you by 3.75%. Three enhancements improves your Regeneration by 10%. [yeah sure, if you are a tank, you really don't need the "reduces the duration" because you should have a power that makes you immune, but "improves your Regeneration by 10%" isn't bad.] If someone posts a reply quoting me and I don't reply, they may be on ignore. (It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications) Some players know that I have them on ignore and are likely to make posts knowing that is the case. But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable. Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.
tidge Posted Wednesday at 11:34 PM Posted Wednesday at 11:34 PM Some pieces that are (sometimes) called "procs" are better considered to be "one-piece set bonuses" because there isn't anything random about the bonus they yield Some examples include Luck of the Gambler, Panacea +HP/+Endurance. There are others. These provide the 'set bonus' down to whatever level the enhancement set would provide the bonus. This is reason enhancements are typically attuned... some pieces are the same at their lowest level, others have some element that improves with level. Some pieces need to be in a power that is always on (i.e. 'auto') or have long durations (e.g. 2 minutes on the Kismet +6% ToHit)... so the power has to be used to start the duration. These types of pieces (including the Power Transfer %Heal) won't provide the proc benefit id the power they are in is not used. Preventive Maintenance is a special case; it *is* random to trigger once the HP threshold is met, but it doesn't need to be in a power that has been used (or available, if exemplaring down.) Before I answer the question(s) I quoted, be aware of what people mean by 'franken-slotting". I use the term to indicate that I am mixing enhancement pieces from different sets (or no set, like a classic IO or HO) and sacrificing some possible set bonuses (by not using same-set enhancements). I typically only add procs to attacks; I focus on procs that can add damage ("%damage" procs) because my general attitude is that more damage, even applied at random, is "gravy", whereas other non-damage effects are something I would otherwise build for... because "when I want ____, I want ____." On 2/18/2025 at 5:04 PM, Gobbledygook said: ... and how to build for them? How to choose which powers to proc? When not chasing set bonuses, I almost always decide to franken-slot lower-damage AoE attacks, provided they have a base recharge time of 15+ seconds. High damage ones may get a %damage piece as part of a set, but generally those powers will do more damage by simply enhancing damage... and the damage won't be random. I prefer AoEs over single target attacks because ultimately I am facing large spawns, and the random %damage against multiple enemies will, over time and on average, reduce the total number of attacks I have to make to clear an entire spawn. The only exceptions I sometimes make for single-target attacks to get an extra %damage piece (or more): Epic Snipes, their base attributes are %damage-friendly. T1/T2 attacks from low-DPS ATs, because they need help to clear spawns solo. For example: Infrigidate is a good power to %damage *if* the character won't also have other damaging attacks to use. The most popular non-%damage proc in my builds is probably %BuildUp from the Gaussian's set. I almost exclusively use it in "Aim" or "Build Up" powers. It works well in a leadership toggle if a character is surrounded by teammates/pets/henchmen, but across ATs the only ones that I think are a good candidate for this use are Crabberminds (and possibly other VEATs). My reasoning is this: getting rando %BuildUps on ATs with inherently low damage (like Masterminds) is like earning interest on a very small principal amount. I recommend consulting City of Data v2.0 for the base damage and recharge times to help decide which powers, if any, might benefit from some random extra damage versus which ones should simply be enhanced (and be used to possibly claim some set bonuses). 1 1
Story Archer Posted Thursday at 05:22 PM Posted Thursday at 05:22 PM (edited) I'm going to jump in with a quick proc question since the subject is on the table. When the Incarnate Hybrid power Assault Radial Embodiment chance for double strike goes off, is the 'large portion' of the attack that hits a second time determined based on the attack's original base damage, enhanced damage, total damage (such as when temporarily modified by Build Up or a Critical Strike) and/or bonus damage, such as you might get from procs? In short, if I have a Tanker who heavily relies on procs for damage, is something like Assault Radial Embodiment worth my time, or is Core the better way to go? Edited Thursday at 05:29 PM by Story Archer
Maelwys Posted Thursday at 06:02 PM Posted Thursday at 06:02 PM 30 minutes ago, Story Archer said: When the Incarnate Hybrid power Assault Radial Embodiment chance for double strike goes off, is the 'large portion' of the attack that hits a second time determined based on the attack's original base damage, enhanced damage, total damage (such as when temporarily modified by Build Up or a Critical Strike) and/or bonus damage, such as you might get from procs? None of the above; annoyingly. It's based on the attack's Base Recharge and its Area Factor (Radius and/or Arc) and it doesn't take into account the damage scale of the archetype you're on - so it'll add an identical amount of damage on both Brutes and Scrappers. Generally speaking Assault Radial only works out better than Assault Core if you're a Brute/Controller/Defender (Corruptors are on the fence - it might become worth it if you have more AoEs and long-recharge attacks) or if you're planning to sit at the damage cap a lot of the time (see: Kinetics, Warshades, and Stalkers with a Gaussian proc in Build Up).
Story Archer Posted Thursday at 06:25 PM Posted Thursday at 06:25 PM 15 minutes ago, Maelwys said: None of the above; annoyingly. It's based on the attack's Base Recharge and its Area Factor (Radius and/or Arc) and it doesn't take into account the damage scale of the archetype you're on - so it'll add an identical amount of damage on both Brutes and Scrappers. Generally speaking Assault Radial only works out better than Assault Core if you're a Brute/Controller/Defender (Corruptors are on the fence - it might become worth it if you have more AoEs and long-recharge attacks) or if you're planning to sit at the damage cap a lot of the time (see: Kinetics, Warshades, and Stalkers with a Gaussian proc in Build Up). That, of course, is assuming that you have all five buffs already stacked and running, yes? If a fight lasts, say, 30 seconds, I would assume that you're unlikely to see anywhere near the full benefit of of Core because of its ramp up time. Figure one attack every 2 seconds (for simplicity's sake) and a 65% chance of the proc going off (is that right), then you would need an average of 7 or 8 successful attacks or about 15 seconds to get to that 5 stack plateau and the full benefit of the ability as opposed to Radial which is as good as it's going to get the first time you use it, every time. Or does that only apply if you're using single-target attacks, with AoE's potentially dramatically scaling up the speed at which you reach 5 stacks? If I'm wrong about any of this please let me know, it's pretty involved.
Maelwys Posted Thursday at 06:40 PM Posted Thursday at 06:40 PM It ramps up much faster in AoEs, that 65% chance for a Damage buff is per enemy hit. If you're just hitting one enemy a few times and then waiting until the stacks wear off to whack one enemy again... then yes, it won't get much opportunity to ramp up... but in that case why did you bother popping your Hybrid to begin with? 1
macskull Posted Thursday at 10:21 PM Posted Thursday at 10:21 PM On 2/18/2025 at 3:32 PM, UltraAlt said: Procs aren't going to affect accuracy. Not directly, but leaning heavily onto procs in an attack oftentimes means you aren't able to slot as much acc in that attack as you otherwise would, so you need to make that up elsewhere. "If you can read this, I've failed as a developer." -- Caretaker Proc information and chance calculator spreadsheet (last updated 15APR24) Player numbers graph (updated every 15 minutes) Graph readme (now with Victory support!) @macskull/@Not Mac | Twitch | Youtube
UltraAlt Posted 17 hours ago Posted 17 hours ago 10 hours ago, macskull said: Not directly, but leaning heavily onto procs in an attack oftentimes means you aren't able to slot as much acc in that attack as you otherwise would, so you need to make that up elsewhere. Yes. The Balance. It is real. Too much of a good thing is pretty much always bad. If someone posts a reply quoting me and I don't reply, they may be on ignore. (It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications) Some players know that I have them on ignore and are likely to make posts knowing that is the case. But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable. Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.
tidge Posted 10 hours ago Posted 10 hours ago Regarding Accuracy and ToHit, when considering %damage, here is what I typically do for my characters: 1) Any power with multiple %damage (or other %procs, like %-Res) pieces will also include Accuracy enhancement(s). A power that misses won't apply *any* damage. Typically this is via Accuracy/Endurance Reduction (and/or Accuracy/Damage/Endurance) franken-slotting, boosted if possible... or when I don't care about whatever the set bonus might be. In long recharge powers, this can be Accuracy/Recharge instead. Some powers simply get an Accuracy IO. There are some subtleties depending on the specific power: Some candidate %damage powers have a really good base accuracy, so adding accuracy isn't strictly necessary Some good %damage candidate powers don't take Accuracy pieces, but can get Accuracy boosts from Enhancement Sets (*but not HO/DSyncs) Neither henchmen, pets, nor pseudo-pet attacks benefit from any +Accuracy or +ToHit set bonuses that apply to player, unless the source is an aura that affects all friendlies. These almost always need to have accuracy slotting (especially if level shifts for henchmen are in play). 2) Players can benefit from enhancement bonuses +ToHit (e.g. Kismet) and global +Accuracy (e.g. most purple sets) bonuses such that they might be able to skimp on accuracy slotting in some powers for some content. Mileage varies of course, especially if a player is being debuffed or facing +N enemies. A tool like MIDS can help assess, but scaling across levels of content and difficulty settings can make this a little complicated. The second point occasionally rears its head when a player leaning hard into %damage plays content and they can't land many attacks... so like a +3 Synapse or Yin TF.
Maelwys Posted 8 hours ago Posted 8 hours ago (edited) 1 hour ago, tidge said: Neither henchmen, pets, nor pseudo-pet attacks benefit from any +Accuracy or +ToHit set bonuses that apply to player, unless the source is an aura that affects all friendlies. These almost always need to have accuracy slotting (especially if level shifts for henchmen are in play). It's definitely important to work out your accuracy requirements. And for regular "pets/henchmen" what Tidge says here is always true. But pseudopets will need evaluated individually. Most (all?) pseudopets will inherit their caster's current boosts whenever they get summoned; including the benefits of accuracy set bonuses and stuff like +ToHit from Kismet. However the remaining duration of those copied boosts tends to expire pretty quickly; and they don't get refreshed. Some pseudopets will do something useful immediately (like inflicting a long-duration debuff; or substantial damage) which will likely not require extra accuracy because their summoner's boosts will still be in effect... however other pseudopets function by "applying a new short-duration effect every few seconds" - which will need extra accuracy if you want it to remain relevant after the first few seconds. Edited 8 hours ago by Maelwys 1
Heatstroke Posted 2 hours ago Posted 2 hours ago On 2/18/2025 at 5:04 PM, Gobbledygook said: Ok, I'm finally ready to learn more about procs. Is there a guide somewhere on how they work and how to build for them? Like, is there a certain accuracy and recharge speed you want in your build, or the powers themselves? How to choose which powers to proc? Should you proc along the way, or wait until you get to 50? Here is what I used to determine what proc im going to put in which power. I dont know exactly how accurate it is, but so far it seems to be pretty close. https://proc-calc.weebly.com/
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