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Posted

I'm not 100% sure how procs work with AoE's, their likelihood to go off vs. single-target attacks, but I do know that the lower the attack's recharge the less likely they are to go off each time, to balance their PPM rate. Does a proc in an AoE attack have a higher chance to go off (or the possibility of procing multiple times) when attacking 1, 2, 5 or 10 foes at once, or is it the clicking of the power that determines whether it procs, not the number of foes affected individually? Or does that formula work differently for damage procs (affecting them) vs. buff procs (affecting me)?

 

Looking at my build, (Rad/SS) I feel like I'm more likely to need the absorb shield replenished by the proc when I'm surrounded by many foes than by one hard target (?) and the bonus recharge from the enhancement certainly benefits FS a lot more than Punch. The rest of the slots for FS are four damage procs and a FF proc FWIW.

Posted

Proc rate for an AoE has nothing at all to do with number of targets, and everything to do with the physical area that the AoE affects.  The larger the physical area, the lower the proc rate.  It checks that proc rate separately on each target, so if you do hit lots of targets, you can potentially have a very high chance of the proc going off at least once.

 

Vice versa, if it affects a large area but a small number of targets (either inherently because it has a low target cap, or just situationally because right now there's only one target in the area), then you gonna get screwed.

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Posted

SGF proc goes in rad therapy to help with recharge. It's not an essential proc like the might of the tanker proc since rad armor already provides a good amount of absorb, but if you are going to use it, use it more for its recharge enhancement component for longer recharging powers, and treat the proc as incidental.

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted
1 hour ago, Nemu said:

SGF proc goes in rad therapy to help with recharge. It's not an essential proc like the might of the tanker proc since rad armor already provides a good amount of absorb, but if you are going to use it, use it more for its recharge enhancement component for longer recharging powers, and treat the proc as incidental.

 

I'm only getting a 4 second or so bump to recharge when I do that, and give up a substantial amount of damage in the process. 😞

 

Just so that I understand how it works - does the proc off of SGF stack with the absorb shield I already have if I haven't reached my max yet? If they just overlay then there wouldn't seem to be much point in having it at all...

Posted

If you care about losing damage you wouldn't put it in footstomp, it recharges in 20 seconds base compared to 60 seconds base for rad therapy. I consider 3 damage procs worth of damage loss from footstomp for one cycle of rad therapy much more substantial than one damage proc worth of damage loss from that same cycle of rad therapy.

 

Putting it in punch won't have it proc as reliably and are you really going to put punch into your attack rotation if you care about damage?

 

If I recall different sources of absorb stack. So that's not an issue. But I haven't come up with many scenarios in actual play where that absorb proved critically relevant. I don't put it in ground zero because GZ is my opener and I put an avalanche knockdown proc to create some mitigation to go through the rest of my AoE cycle.

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted (edited)
1 hour ago, Story Archer said:

does the proc off of SGF stack with the absorb shield I already have if I haven't reached my max yet? If they just overlay then there wouldn't seem to be much point in having it at all...


Tanker Base MaxHP is 1874; so your Maximum Absorb is 1874.
Have you currently got 1874 Absorb?
If yes, then you can't get any more.
If no, then congrats, any more +Absorb you get will stack with it.

Just don't start doing utterly silly things like expecting that whenever a long-duration Absorb buff such as 'Particle Shielding' or 'Ablative Carapace' overwrites itself it'll behave sensibly. Rather than deleting any existing +Absorb that it's granting you BEFORE it applies a nice new fresh dollop of +Absorb; these powers attempt to apply that fresh dollop FIRST (e.g. hitting and getting reduced drastically by the cap) and THEN the old buff expires; leaving you a good bit short of the maximum. (Typically in practice you'll be getting hit enough that the previous absorb buff has long been whittled away + so this won't really matter; but still...)
 

Edited by Maelwys
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