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Posted (edited)

I'm not sure about "better", as your build is really solid. But, here's another take on a possible grav / traps build. 

 

The main differences are noticeably better single target damage, roughly comparable AOE damage from replacing trip mine and psi nado with enflame, lower defenses^, earlier availability of mez protection and a resistance boost by taking rune of protection at level 20, and more global recharge. 

^ But, if you take barrier T4 you'll have a baseline +5% to defense totals or higher as long as it is active. And, you can have it permanently active. Also, seeker drones will debuff enemy to hit and they make a good alpha taker or mid-fight enemy debuffer. So, enemy to hit chances are in practice generally lower than the raw numbers suggest here. Also, inspirations can help and, with the (mostly) solid resistances this build offers, you're likely to find that the lower defense totals for this build are still solid enough and they will tend to have little effect on how well fights go for your controller.

One change to consider trying out, which you can do inexpensively with unslotters bought on the AH or purchased at a vending station, would be to re-slot singularity to match the build below. Singularity's effect on mobs will be more predictable, which teammates would probably really like in case you want to team with this character.  Also, the extra resistance IO should help singularity to take more incoming damage before needing to be resummoned. 

Best of luck with your controller, however you decide to move forward.

Edit: Changed the attached file and image to reflect changes made in the order in which powers are being taken for my own gravity / traps / psi controller. My thanks to the OP for helping me come up with a character concept I'm likely to enjoy. 
 

 

 

 

 

 

Screenshot (139).png

Gravitic Clockwork - Controller (Gravity Control - Traps - Psy mastery).mbd

Edited by EnjoyTheJourney
Posted
  • Slot Caltrops with an end/rech/slow IO. The %immob proc is pointless if you're using Crushing Field.
  • %dmg procs don't work particularly well in Acid Mortar (about a 30% chance to fire every 10s). Suggest you try it out on the test server.
  • Force Field Generator should get more slots.
  • %dmg procs DO work in Poison Trap. Consider replacing some of the set pieces with procs.
  • If you intend to run Weave and/or Maneuvers, they will need end reduction (Kismet needs to be in an active power).
  • Mid's damage display for Seeker Drones is incorrect. Each seeker (2 are summoned) does 13.915 damage, so even fully enhanced you're only looking at 54 pts of total damage. 
  • %dmg procs don't work AT ALL in Trip Mine. The %rech proc will work.
  •  You have no travel power.
Posted

 

So I took what both you said into consideration and made some changes. What do you think?

 

 

6 hours ago, Uun said:
  • Slot Caltrops with an end/rech/slow IO. The %immob proc is pointless if you're using Crushing Field.
  • %dmg procs don't work particularly well in Acid Mortar (about a 30% chance to fire every 10s). Suggest you try it out on the test server.
  • Force Field Generator should get more slots.
  • %dmg procs DO work in Poison Trap. Consider replacing some of the set pieces with procs.
  • If you intend to run Weave and/or Maneuvers, they will need end reduction (Kismet needs to be in an active power).
  • Mid's damage display for Seeker Drones is incorrect. Each seeker (2 are summoned) does 13.915 damage, so even fully enhanced you're only looking at 54 pts of total damage. 
  • %dmg procs don't work AT ALL in Trip Mine. The %rech proc will work.
  •  You have no travel power.

Controller (Gravity Control - Traps).mbd

Posted
16 hours ago, sh33pdog said:

So I took what both you said into consideration and made some changes. What do you think?

Damage from Acid Mortar is minimal so I wouldn't waste an Apocalypse set on it. Typically I 3 or 4-slot a Defense Debuff or Accurate Defense Debuff set (just the pieces with recharge).

Posted
23 hours ago, Uun said:
  • Slot Caltrops with an end/rech/slow IO. The %immob proc is pointless if you're using Crushing Field.
  • %dmg procs don't work particularly well in Acid Mortar (about a 30% chance to fire every 10s). Suggest you try it out on the test server.
  • Force Field Generator should get more slots.
  • %dmg procs DO work in Poison Trap. Consider replacing some of the set pieces with procs.
  • If you intend to run Weave and/or Maneuvers, they will need end reduction (Kismet needs to be in an active power).
  • Mid's damage display for Seeker Drones is incorrect. Each seeker (2 are summoned) does 13.915 damage, so even fully enhanced you're only looking at 54 pts of total damage. 
  • %dmg procs don't work AT ALL in Trip Mine. The %rech proc will work.
  •  You have no travel power.

Does the achilles' heel proc not work in mortar?

Posted
32 minutes ago, EnjoyTheJourney said:

Does the achilles' heel proc not work in mortar?

It has a 30% chance to fire every 10s (same as any other 3.5 PPM proc). 

  • Thanks 1
Posted (edited)

Thank you. 

Do you know if that 30% chance gets calculated once every 10 seconds for all mobs at once, each mob individually, or at most for one mob no matter how many mobs mortar hits?

If calculations are made for all mobs at once or each mob individually, then the -res proc may still be worth slotting because it's a multiplier for team damage, working out to roughly 3% to 6% more damage on average at the cost of just a single slot, at least compared to situations in which there is no other achilles heel -res proc working. 

Edited by EnjoyTheJourney
Posted
18 hours ago, Uun said:

I believe it's each mob individually. It needs to have a successful hit roll before the proc chance is applied. @Carnifax has tested this pretty extensively.

Yup. Every proc is evaluated against everyone affected individually. Always has been even back in the "flat 20% chance" days. 

 

Generally I find the Achilles proc is worth it in Acid, damage procs not so much unless you have slots to spare (and when does anyone have slots to spare, except maybe Kins).

Posted
20 hours ago, EnjoyTheJourney said:

If calculations are made for all mobs at once or each mob individually, then the -res proc may still be worth slotting because it's a multiplier for team damage, working out to roughly 3% to 6% more damage on average at the cost of just a single slot, at least compared to situations in which there is no other achilles heel -res proc working. 


Bear in mind that not only is it calculated for each creature individually... but it's each creature individually per copy of the mortar.

It's not uncommon to have 2-3 mortars out; each of them getting a separate chance to apply the proc. AFAIK it works out at a 16.886% chance per mortar every 5.632 seconds; since Acid Mortar isn't a regular pseudopet but a proper pet with its own "Acid Mortar" subpower (which is a "clicky" AoE attack with 8ft radius and a Target Cap of 16).

  • Thumbs Up 1
Posted

Good point and I'm a bit surprised to have forgotten that. 

The -res proc average uptime per target and the average number of targets affected won't be twice as high with 2 mortars out. But, average uptime per target and average number of targets affected are both damage multipliers that directly affect each other, boosting damage higher than either would entirely on their own, and they both increase with the number of mortars out: basically, two different damage multipliers that multiply each other will tend to get larger together. So, a -res proc in mortar should in most cases deliver noticeably better results with multiple copies out. 

Multiple copies being a thing noticeably changes the math, making including an achilles -res proc probably a very good use of a single slot. 

  • Thumbs Up 1
Posted
3 hours ago, Maelwys said:

AFAIK it works out at a 16.886% chance per mortar every 5.632 seconds; since Acid Mortar isn't a regular pseudopet but a proper pet with its own "Acid Mortar" subpower (which is a "clicky" AoE attack with 8ft radius and a Target Cap of 16).

I wasn't aware of this, but 16.89% every 5.6s works out to essentially the same proc rate as 30.7% every 10s.

  • Thumbs Up 1
Posted
3 minutes ago, Uun said:

I wasn't aware of this, but 16.89% every 5.6s works out to essentially the same proc rate as 30.7% every 10s.


Pretty much.

The main difference is that there'll be a (small!) chance for procs to kick in twice in a row without running up against the typical pseudopet 10s lockout window. Binomial Distribution suggests a 30.92% likelihood of a 3.5PPM proc kicking in "at least once" over 11.264 seconds... but a 2.85% chance of it kicking in twice. And in the (admittedly unlikely!) event that happens; an Achilles Heel Proc will refresh its own duration and a damage proc will just deal damage again. It's one of those very minor differences that most people will never notice or care about but my OCD demands that I highlight with a "well, technically..." 😛

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