Scientist Posted Wednesday at 02:38 PM Posted Wednesday at 02:38 PM How does proc chance to activate work with the new variable recharge powers, like Explosive Bouquet in the Pyrotechnics control set? Mids shows low chance of activating, based on the 8 second "nominal" recharge time if it hits no targets, is that locked in or does the proc chance somehow scale based on the number of targets I just hit with it? For example, if I'm hitting 10 targets on this activation, would the proc chance scale up for the (making this number up) 100 second recharge the power would take on for hitting those 10 targets? This seems unlikely, it would be a pain to code, but I thought someone might know. 1
Psyonico Posted Wednesday at 04:01 PM Posted Wednesday at 04:01 PM My understanding is it’s based on the base recharge + any enhancements. so regardless of if you hit 1 or 16 targets, you’ll have the same low proc chance. 1 What this team needs is more Defenders
Championess Posted Wednesday at 04:16 PM Posted Wednesday at 04:16 PM (edited) It identifies the base recharge when you show details on the power as the proc rate. For example with an aoe hold which now has a base recharge of 13ish seconds or w/e it is now with Adaptive Recharge the proc chances to fire are based on a large aoe power with up to 16 targets and a 13s recharge no matter how many extra targets are being hit and adding additional time. Maybe a proc or two will fire on a target, nothing near as good as it was before. Edited Wednesday at 09:14 PM by Championess
srmalloy Posted Wednesday at 06:45 PM Posted Wednesday at 06:45 PM 2 hours ago, Psyonico said: so regardless of if you hit 1 or 16 targets, you’ll have the same low proc chance. In other words, for powers that used to have, say, a 90s recharge that now have an 8s recharge with an Adaptive Recharge mechanism applied got their proc rate cut off at the knees.
Scientist Posted 11 hours ago Author Posted 11 hours ago I was afraid that would be the case, it seemed much harder to code it to have procs fire after the game determined targets hit and be changing it all the time. Good to know for my build at least.
Maelwys Posted 10 hours ago Posted 10 hours ago (edited) 1 hour ago, Scientist said: I was afraid that would be the case, it seemed much harder to code it to have procs fire after the game determined targets hit and be changing it all the time. Good to know for my build at least. Procs DO fire after the game determines targets hit; otherwise multiple targets wouldn't take damage from any procs slotted into an AoE. What's happening in the "variable recharge" powers is that they have a static base recharge time (typically the shortest possible) that the power always uses whenever it first activates... then the game checks what the power's valid targets are and triggers its effects on them. These effects all kick in more or less simultaneously, doing things like inflicting damage/debuffs/CC/etc, triggering the activation of any procs etc (based on the power's current recharge), and also triggering the variable recharge mechanic which waits for a second or two before manually adding an extra X seconds per target affected onto the parent power's current recharge time. The power always activates using its shortest possible (base) recharge time - the lengthening of that recharge time happens AFTER you trigger the power... whenever that power's other effects (including procs) have already been triggered. You can see this happening in the CoDv2 entry for stuff like Cinders. Edited 10 hours ago by Maelwys
tidge Posted 10 hours ago Posted 10 hours ago MMV, but most of my Controller builds with 90s AoE controls were almost never slotted with %damage... I either needed the set bonus in that power and/or the nature of the power made it such that I'd want it slotted with control and recharge anyway.
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