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Time/Dual Pistols/Soul ... Yet Another "No Escape" Build


Redlynne

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9 hours ago, Bopper said:

Attack Chain duration: 6.072s     (1.188s+1.848s+1.188s+1.848s)

Probability of at least 1 proc in 1 attack chain: 1 - (1 - 0.065)^2 = 12.5775%

Base Damage of attack chain: 196.64     (36.15+76.63+36.15+47.71)

Added Chain Damage if the Build Up Proc fires: 157.312     (80% x 196.64)

Expected Added Chain Damage:  19.7859168     (12.5775% x 157.312)

Added DPS = 3.25855     (19.7859168 / 6.072s)

 

So it's not much. But if you're chasing the set bonuses from Decimation, it's perfectly fine to do.

If you're taking the "long view" of averaging out the damage increase over spreadsheet analysis nigh infinite time frames, it's true that statistically speaking the Decimation Build Up proc isn't adding that much over the long haul.  However, since I am chasing the set recharge bonus, that means the alternative is either all 5 pieces of Entropic Chaos (so swap a chance to heal self for a chance to build up, basically) or to drop the proc for the "other" Decimation set IO, which is an Accuracy/Endurance/Recharge that does absolutely nothing to increase damage throughput "usefully" in the single (or multi) target attack chain I'd outlined above.  So in THAT context, I'm making the best lemonade I can out of the lemon(s) I've got to work with (so to speak).

 

The other point is that the long haul infinite time leveling statistical analysis you've provided, while perfectly valid, also points out that ... when looked at from a different perspective ... the use of Build Up in this way winds up being far more "bursty" in terms of damage production than use of a straight damage proc might be.  That's because most (non-purple) damage procs would deliver less than half the damage increase that this Build Up proc does in this single target attack chain.

157.312 / 71.75 = 2.19

So the Build Up proc, when used in this build configuration, delivers 2.19x the raw damage output onto a single target compared to a straight up damage proc (and the only non-purple damage proc available to Ranged sets is Gladiator's Javelin, the PvP set).

1.3 * 2.19 = 2.847 PPM "equivalents" to a damage proc with a 3.5 PPM

 

So does it proc for lower damage in a single target attack chain using Pistols > Executioner's Shot > Pistols > Dual Wield than putting a damage proc in there instead?

Yes, the damage output averaged out over time is lower, as you cite.

It's not "terrible" ... but it's also not "great" either.

 

Ah ... but here's the difference in the context of a Dual Pistols build.

What if you're doing the AoE version of the chain instead?

 

So instead of doing Pistols > Executioner's Shot > Pistols > Dual Wield > repeat ...

Instead you're doing Pistols > Empty Clips > Pistols > Bullet Rain > (repeat if Force Feedback procs from either Empty Clips or Bullet Rain)

 

Taking just the AoE portion of this and using the methodology you just provided (so I'm copy/paste/replacing what you did) we get the following, because the animation times are exactly the same(!):

Attack Chain duration: 6.072s     (1.188s+1.848s+1.188s+1.848s)

Probability of at least 1 proc in 1 attack chain: 1 - (1 - 0.065)^2 = 12.5775%

Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target)

Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7)

Expected Added Chain Damage:  7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target)

Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s)

 

So ... looking even more lackluster at this point ... but only because the above are the single target numbers using AoE attacks.

Empty Clips has a max targets limit of 10.

Bullet Rain has a max targets limit of 16.

Meaning ... those numbers for damage output can multiply thanks to a Build Up proc from a single target attack ... which I'd call a Clever Use Of Game Mechanics.

 

1 Target

Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) = 146
Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) = +116.8
Expected Added Chain Damage:  7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) = +14.69052
Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) = +2.419387351779

 

2 Targets

Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) = 219.7
Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) = +175.76
Expected Added Chain Damage:  7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) = +22.103214
Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) = +3.64068083004

 

3 Targets

Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) = 293.4
Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) = +234.72
Expected Added Chain Damage:  7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) = +29.521908
Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) = +4.861974308301

 

4 Targets

Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) = 367.1
Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) = +293.68
Expected Added Chain Damage:  7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) = +36.937602
Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) = +6.083267786562

 

5 Targets

Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) = 440.8
Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) = +352.64
Expected Added Chain Damage:  7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) = +44.353296
Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) = +7.304561264823

 

6 Targets

Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) = 514.5
Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) = +411.6
Expected Added Chain Damage:  7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) = +51.76899
Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) = +8.525854743084

 

7 Targets

Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) = 588.2
Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) = +470.56
Expected Added Chain Damage:  7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) = +59.184684
Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) = +9.747148221345

 

8 Targets

Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) = 661.9
Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) = +529.52
Expected Added Chain Damage:  7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) = +66.600378
Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) = +10.968441699606

 

9 Targets

Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) = 735.6
Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) = +588.48
Expected Added Chain Damage:  7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) = +74.016072
Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) = +12.189735177867

 

10 Targets

Base Damage of attack chain: 72.3 Single Target + 73.7 per AoE Target (36.15+36.15 Single Target) (37.59+36.11 per AoE Target) = 809.3
Added Chain Damage if the Build Up Proc fires: 57.84 Single Target (80% x 72.3) + 58.96 per AoE Target (80% x 73.7) = +647.44
Expected Added Chain Damage:  7.274826 Single Target (12.5775% x 57.84) + 7.415694 per AoE Target (12.5775% x 58.96 per AoE Target) = +81.431766
Added DPS = 1.198093873518 Single Target (7.274826 / 6.072s) + 1.221293478261 per AoE Target (7.415694 / 6.072s) = +13.411028656

 

So if the Build Up proc happens "within" the Pistols > Empty Clips > Pistols > Bullet Rain > (repeat if Force Feedback procs) attack chain, it doesn't require hitting all that many more $Targets within the AoEs to seriously exceed what you could potentially get out of a damage proc that only affects single targets from a single target attack such as Pistols.

 

 

 

And just as a side note, all of this analysis makes me wonder how putting the Decimation Build Up proc into Snap Shot in Archery (and the Ninja Mastermind Tier 1 power) would be able to help an Archery powerset.

Edited by Redlynne
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6 hours ago, Redlynne said:

So if the Build Up proc happens "within" the Pistols > Empty Clips > Pistols > Bullet Rain > (repeat if Force Feedback procs) attack chain, it doesn't require hitting all that many more $Targets within the AoEs to seriously exceed what you could potentially get out of a damage proc that only affects single targets from a single target attack such as Pistols.

Just curious, has anyone actually gone in and tested the opportunities of this in-game? The Decimation +BU Proc that is. I read through everything in the thread right quick and saw a lot of probability math, but no actual mention of testing.

 

I tested it on multiple runs in Gloom with a Dark/Dark/Psi testing procs, chains, and general survivability (lot of stuff in one two hours session). I recorded a few single target runs on Pylons to watch for different things, like the Decimation proc. I only ever got it once in a 4:00 run, Gloom > Moonbeam > Dominate (Filler Dark Blast). I have zero recharge enhancement in Gloom, and enough global to bring it down to a 3/s recharge. Even if I went to the floor of probability, in a 4:00 window I would have, as a maximum potential doing nothing else, 3 procs, and that was still more than I actually got: 1. Kind of not really worth it as I see it.

 

Swapped it out for Overwhelming Proc to give Gloom an amusing KD component instead. "Oh, that crippling dread weighing you down? My apologies."

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1 hour ago, Sir Myshkin said:

Just curious, has anyone actually gone in and tested the opportunities of this in-game?

I didn't record test results, but last night, prior to doing my calculations, I spammed it repeatedly in hopes of confirming the damage boost was 80% (it was), to see if the buildup impacted the damage on the same cast or only following attacks (only following), and if I could fit 2 more pistol attacks following a build up proc (I can). The testing was stupidly tedious as the probability to proc was so low and I have no interest in revisiting it. But to answer your question, I probably got it to proc atleast 6 times while trying to answer my questions. I did not time it, so I don't know what my proc rate was. Sadly, with extreme values in probability (low or high), it takes so many more samples to confidently report on the binomial probability performance. I just don't want to do that.


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8 hours ago, Redlynne said:

And just as a side note, all of this analysis makes me wonder how putting the Decimation Build Up proc into Snap Shot in Archery (and the Ninja Mastermind Tier 1 power) would be able to help an Archery powerset.

For Defenders, most sets can be broken down into "one crappy attack, one good attack and Char/Dominate from epics" as a single target rotation. Snap Shot mostly certainly fits the 'one crappy attack' standard - it is the crappiest of them all. However, Archery does have the one good attack (the Sniper shot).

 

What I'm not sure about is Rain of Arrow. If it acts like Ice Storm, then I'd say Archery as a set is a non-starter. If it works like Geyser, then Archery actually becomes a reasonable choice. Its backup is a knockback AE (unfortunately, which consumes your OF kb->kd), which is solid. Moreover, the 60 sec cooldown is amazing for procs. Most of the ultimates have an artificially low dps due to the fact that they exceed the 90% proc chance cap even with recharge. With Rain of Arrows, you can pile recharge into it and barely reach the 90% mark (rather than greatly exceed it).

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3 hours ago, Sir Myshkin said:

Just curious, has anyone actually gone in and tested the opportunities of this in-game? The Decimation +BU Proc that is. I read through everything in the thread right quick and saw a lot of probability math, but no actual mention of testing.

 

Speaking just for myself here, what I'm doing is pure theorycrafting building on the work of others (such as Bopper) in their research into procs.

 

2 hours ago, Bopper said:

if the buildup impacted the damage on the same cast or only following attacks (only following), and if I could fit 2 more pistol attacks following a build up proc (I can).

 

Okay, so this means that if you are doing a rotation of ...

1 2 1 3 1 2 1 3 repeat

... if you proc on the first attack of that rotation, the Build Up proc would affect the following attacks in that chain ...

(1) 2 1 3 1 2 1 3 repeat

... because the Build Up proc lasts for 5.25s starting AFTER the animation of the attack that successfully procced Build Up completes its animation.

 

In the context of this discussion, attacks 2 and 3 have a 1.848s animation time each, while attack 1 has a 1.118s animation time.

1.848 + 1.118 + 1.848 = 4.814s

Because Build Up has a 5.25s duration on the buff, you can still get the buff on an extra Pistols attack (so long as you aren't pausing between attacks), which then stretches the total animation time out to 5.932s of arcanatime for how long the "usefulness" of Build Up lasts, even though the buff itself only lasts 5.25s.

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By the way ... not to knock everyone off the topic of the Decimation proc (but) ...

 

Has anyone tried to slot a Gaussian's proc into Farsight?  I'm presuming this would mean that the Gaussian's proc would function like a "poor man's" Aim/Build Up (90% chance to proc) as a side effect of using Farsight.  The question that I've got though is ... would the Gaussian's proc only affect the caster ... or would it apply a Build Up effect to every Ally (max targets 255) affected by Farsight (for 5.25s)?

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7 minutes ago, Redlynne said:

Okay, so this means that if you are doing a rotation of ...

1 2 1 3 1 2 1 3 repeat

... if you proc on the first attack of that rotation, the Build Up proc would affect the following attacks in that chain ...

(1) 2 1 3 1 2 1 3 repeat

Correct, and my analysis used that process.

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On 7/17/2019 at 6:51 PM, Bopper said:

I also ditched Leadership for Stealth. Utility of ghosting missions, LotG mules, and the Power Boosted Grant Invisibility is like granting a 2 minute Weave to my teammates.

I love what you did with that build, but also see the value in a leadership based build that relies only on the power of the clarion farsight and swaps the soul patron pool for the dark pool to have way higher uptime on the soul drain at the sacrifice of power boost of course.

 

But with assault giving you 18.75% damage full time, and maneuvers giving you upwards of 6% def while under clarion your farsight numbers are still very high and you are living at the damage cap under saturated soul drain every 30 secs, and it removes the need to cast power boost, the only real priorities are clarion/farsight and soul drain aside from your damage rotation.

 

It takes away the utility of temporal selection and grant invis plus the stealth option for missions, but for pure combat it might well be much higher damage overall because soul drain is up so much with the dark version.

 

http://www.cohplanner.com/mids/download.php?uc=1583&c=766&a=1532&f=HEX&dc=78DA65544B4F135114BE339D525AA0505BE4D5D2078F6229A5C343656148B46854308D1A77A6196128134BDBD09248DC88094B4D74E3565D1875E1C207A23B7E804B3551F746A3607C2C5CD5D3F98E7492DEA4F9CEFDCE39F77CE7CEB99DBB926A7E72627D5A48EE6339AD54CAA4F4453DBFA0AFD8E7B4AC312F68B953FA722167948D423E34A7E51D4405FF47658EAE2E2E26CE1BCB7A865C467135A755E3FC7BFEB35A3EAB2F2452AB5A2E93364AE542AE245AD385422E31AB6B14505A328A2DE6FEB8915D2A1BF96C1376B9EAD665DAE78ABABEE099291AF38994B672992A95CAFACA5A270949D2EFAD4FF0AA28C26F134255841C60EC052A41C610506DB3E44C2A26D790641C07363E436CE373E03BAA2321C7266DCA26E7DA627C0D6C7E051CA7F36D88B5DBD688F32AA26D83D047F819E7ED7B40A70508DF20C7B7254CF4D00DDBCD4215616F97104B9C833947B81AE7141354C309AE2293BF09F544538596B011D302AFD2D2854ABE6EE0FE1E463FD01F004ED289ADACBA7503AA3A597D6704AABB597D37ABF573171FE8763CA867F3B0EADE5F88EDFDC9B8CB5F81B479112B793936741A3E27F9DAB9D376F64588EB60AE6318753F52BD2E6895BB1A6CA68610DF64681B9A0F513F3DDC4F0FF713665F382E9BB7184E02FB54F8FBF8AC83941BE0DCC049F6CD4063FF3274F56BE8BD3F0E7EF025F013690B42AF3D7803B983B7186F02A3DF101BFDCA13F905788D2062CE594544EE20768AB40CB09601EE233A8DF8D811EC631398DA980A8C8F01D7296C88E760E82F720EFC66FCC3D8813EE263D81FA67AC35C6FF829B8387FEF9117D88F6C32F23C8CF21C5CA76D02FA95C423681BDD914DDFE8559CA10AEE790A77EF73E025577B4EF237F72B7B2FB43AE034D1B13A2659C7A875CC781D3351C7CC5A1927349FA972FCBAD2CADECB179299E1ACBDEFCA771779793AA51174B85BE364E9141951FA6FB880CEDC6174BF63CD1B42DE8F1A2749B7A1C4CD5370D743E2B8E63D8B7DDF62C769F25456FDD85BB3672D76DA65F669DA172DF6258BFD30528B7F6FC9FD07164000B4

 

Just food for thought, I am not a math guy and dont really spend alot of time on test to put theorycraft into practice. But since this is a damage focused build it struck me that using the dark version of soul drain may well put this thing into scrapper levels.

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29 minutes ago, SlimPickens said:

I love what you did with that build, but also see the value in a leadership based build that relies only on the power of the clarion farsight and swaps the soul patron pool for the dark pool to have way higher uptime on the soul drain at the sacrifice of power boost of course.

That is certainly a viable approach. In fact, you should check out Redlynne's original thread that is a Time/DP/Dark build. Certainly good things in there.

 

As for Assault, it's fine. It's 18.75% of defender base damage, which isn't much all in all. Don't get me wrong, it's a nice boost and teammates love it. It's just that my builds are so heavily proc based that my base damage pales in comparison, relatively speaking. 

 

Sadly, I just put away my laptop for the night so I'll have to check out your build tomorrow. I'll say this, Clarion + Farsight is still nice...very nice. It's a perma 10% boost to defense and to hit. And perma souldrain drain is niiiiice, plus you can proc the hell out of it to make a mini nuke, and it has a wider radius making it easier to hit multiple targets. Personally, I might make a dark version and go that approach too, it just requires some more defense slotting is all.


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12 hours ago, Sir Myshkin said:

Just curious, has anyone actually gone in and tested the opportunities of this in-game? The Decimation +BU Proc that is. I read through everything in the thread right quick and saw a lot of probability math, but no actual mention of testing.

 

I played with it on Justin along with Gaussian's in Tactics.  I used Decimation in Pistols and found that the observed results matched the expectations.  Gaussian's rarely, if ever, triggered in Tactics and one time, after 12 minutes of nothing, the proc goes off after a Pylon exploded (LOL).  

I'm on board with the idea that if you're using 5pc Decimation already then the proc may as well be there.  You'll gain some benefit but there is little reason to go out of your way for it.  My opinion on the proc is different for powers with longer base cool downs like Epic/Patron holds though. 

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7 hours ago, SlimPickens said:

for pure combat it might well be much higher damage overall because soul drain is up so much with the dark version.

 

I am not a math guy and dont really spend alot of time on test to put theorycraft into practice. But since this is a damage focused build it struck me that using the dark version of soul drain may well put this thing into scrapper levels.

That's why I posted the Time/Dual Pistols/Dark version first. 😎

A LOT of what went into that build wound up informing what I've been doing with the Time/Dual Pistols/Soul version here.  I put them into two different posts for what I hope ought to be obvious reasons.  ^_~

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3 hours ago, oldskool said:

I played with it on Justin along with Gaussian's in Tactics.  I used Decimation in Pistols and found that the observed results matched the expectations.  Gaussian's rarely, if ever, triggered in Tactics and one time, after 12 minutes of nothing, the proc goes off after a Pylon exploded (LOL).

The PPM formula just absolutely brutalizes the Gaussian proc in Tactics.  I don't have time right this instant to run the computation, but my "math senses tingling" assumes that it basically floors the proc chance at around 6.5% (the minimum for a 1 PPM) and then checks it only once every 10 seconds (uh ... lol?) so as to yield a combination that basically "never procs" (or as your experience found, only does when you do NOT need it!).

 

The PPM change to Gaussian's proc basically means that slotting it into Tactics is wasteful.  You're FAR better off slotting it into an Aim/Build Up type power on a 90s recharge timer, where it will proc "reliably" rather than "usually never" in Tactics.

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3 hours ago, Redlynne said:

That's why I posted the Time/Dual Pistols/Dark version first. 😎

A LOT of what went into that build wound up informing what I've been doing with the Time/Dual Pistols/Soul version here.  I put them into two different posts for what I hope ought to be obvious reasons.  ^_~

Yeah, I saw that this is the soul thread, but boppers build is so heavily proc based rather than set based I was just replying to his comment about what he chose to include and omit from his experience and using the damage focused soul build, and that maybe his version of the build would benefit from the dark pool instead rather than the soul version... even at the expense of power boost, which would change how he has to go about the utility powers.

 

I like what you have done here too- I have a time/DP myself, and honestly my build was much more like your /dark version but Im trying out the procopolypse idea and just was spitballing a little. Sorry if i kind of derailed the /soul discussion, but I like where both build ideas are going.

 

 

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2 hours ago, SlimPickens said:

Yeah, I saw that this is the soul thread, but boppers build is so heavily proc based rather than set based I was just replying to his comment about what he chose to include and omit from his experience and using the damage focused soul build, and that maybe his version of the build would benefit from the dark pool instead rather than the soul version

My apologies, I should have picked up on that. Yeah, dark is viable and tonight I can probably tweak my build into something you'd like (or I'd like, for that matter).


PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

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17 hours ago, oldskool said:

I played with it on Justin along with Gaussian's in Tactics.  I used Decimation in Pistols and found that the observed results matched the expectations.  Gaussian's rarely, if ever, triggered in Tactics and one time, after 12 minutes of nothing, the proc goes off after a Pylon exploded (LOL).

I might have found an excuse for the poor performance you've reported here.

Edited by Redlynne
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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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Yup ... it's that time again ... for Redlynne to dive back into the build planner and pull a Whiskey Tango Foxtrot out of the available possibilities, thanks to the work of Bopper (and everyone else who contributed!) to the Testing on how Procs Per Minute (PPM) really works thread.

 

Ready to have your mind blown?

Alright, here goes ... YOU HAVE BEEN WARNED ...

 

 

 

So it was recently "discovered" (see above) why slotting the Gaussian's Build Up proc into Tactics provided such a poor yield performance when soloing a Rikti Pylon.

 

Spoiler alert ... it's because Tactics has a huge area factor that does PPM procs no real favors when soloing.  This in turn "floors" the Build Up chance to proc at 2.15% ... which because the Gaussian's Build Up is a 1 PPM proc ultimately resolves out to having the minimum 6.5% chance to proc.  But then Tactics, being a toggle, doesn't check the chance to proc every 2s on every activation of the Tactics buff power ... it instead only checks the chance to proc once every 10s.

 

So ... 6.5% chance to proc every 10 seconds for a 5.25s buff duration that on a Defender amounts to a +40% ToHit and a +80% Damage.

Sounds like a major LOSER of a proposition, right?

 

Well ...

 

The "funny" thing is that Tactics is a 60 ft radius aura that can buff Teammates, not just yourself ... and every Teammate within that aura radius gives you a 6.5% chance to proc the Gaussian's Build Up every 10 seconds ... which winds up looking like this ...

  • Team-1: 1 - (1 - 0.065)^1 = 06.5% chance to proc every 10 seconds
  • Team-2: 1 - (1 - 0.065)^2 = 12.5% chance to proc every 10 seconds
  • Team-3: 1 - (1 - 0.065)^3 = 18.2% chance to proc every 10 seconds
  • Team-4: 1 - (1 - 0.065)^4 = 23.5% chance to proc every 10 seconds
  • Team-5: 1 - (1 - 0.065)^5 = 28.5% chance to proc every 10 seconds
  • Team-6: 1 - (1 - 0.065)^6 = 33.1% chance to proc every 10 seconds
  • Team-7: 1 - (1 - 0.065)^7 = 37.5% chance to proc every 10 seconds
  • Team-8: 1 - (1 - 0.065)^8 = 41.5% chance to proc every 10 seconds

Alright.  Raise your hand if you think that getting a 41.5% chance to proc a Build Up for +80% Damage every 10 seconds while you have yourself plus 7 Teammates within your Tactics aura radius is a worthwhile investment?

 

Now cross compare that yield performance with what you could potentially be getting out of Soul Drain from either Dark Mastery or Soul Mastery.  The only "useful" differences between the two Soul Drains (for our purposes) is the 2x recharge time on the Soul version and the 10 ft (Soul) vs 15 ft (Dark) versions of the Soul Drain power(s). On the logistical side of things, the Dark/Soul Drain version of the power requires 3 power picks (pre-requisite of 2 in Dark Mastery) while the Soul/Soul Drain version has no power pre-reqs.

 

If you're dealing with a power picks and slot picks limitation (like I am with my Time/Dual Pistols/Soul builds) then doing what I'm suggesting here using a /Dark build starts becoming somewhat untenable simply due to not having enough powers and/or slots.  Even with /Soul here, I'm having to do some significant compromising over previously posted build strategies just to shoehorn everything in.

 

 

 

But at any rate ... back to the story of how to become a Build Up BOSS on a group of powersets that don't have an Aim/Buildup power built into them.

 

 

 

With Soul/Soul Drain on a 62.5s recharge, it will functionally have a 90% chance to proc pretty much any procs that are put into the power, so using the Obliteration proc for what amounts to 2x damage, rather than the set's Damage IO for an extra +10 damage instead, becomes something of a No Brainer.  But if you're able to get 7 $Targets into the PBAoE and debuff them, you'll have a 90% chance to gain +14% ToHit and +56% Damage buffing for yourself for 30 seconds of duration.

 

0.9 * 0.56 * (30/60) = +25% damage buffing per minute (average-ish)

 

Compare that with what you could be getting out of Tactics with a Gaussian's Build Up proc in a Team-8 context ... of a 41.5% chance (statistically) of getting a +80% Damage buff for 5.25s ... every 10 seconds.  Factor in the uptime on the buff and you get ...

 

0.415 * 0.8 * (5.25/10) = +17.4% damage buffing per minute (average-ish with Team-8 inside aura radius)

 

Now stack on top of THAT the Decimation Build Up proc slotted into Pistols ... with a 6.5% chance of getting a +80% Damage buff for 5.25s every 3 seconds ... which translates out to a (statistical) 18.2% chance to proc every 9 seconds.

 

0.182 * 0.8 * (5.25/9) = +8.5% damage buffing per minute(ish, kinda sorta maybe-ish)

 

 

 

Under the heading of Chuck Lots Of Dice!! at the opportunities for a Build Up proc, putting ALL THREE of these means of damage buffing yourself into a single build would ... statistically speaking (which means a presumption of Ideal Conditions™ to eliminate variables of cross-comparisons) the combination of Soul/Soul Drain with a Gaussian's Build Up proc in Tactics (in a Team-8 context) and a Decimation Build Up proc in Pistols would actually manage to rival the "perma-uptime" performance of Dark/Soul Drain ... assuming 7 $Targets getting drained every time Soul Drain is used (see: Ideal Conditions™ disclaimer warning label).  It also opens up the very real possibility of scoring double (Soul Drain plus 1 Build Up proc) or even the extremely rare triple(!) (Soul Drain plus 2 Build Up procs!) being something that can happen when RNGesus smiles upon you.

 

However, having two independent Build Up procs "harmonizing" around use of Soul/Soul Drain would make for a VERY interesting randomization for spikes of high damage output that ought to far exceed what Dual Pistols "ought to" be capable of producing (short of burning a lot of Inspirations to achieve the same effects).  The downside of this performance profile would be its randomness (aside from Soul Drain itself), but the capacity for dramatically increased damage output would always be lurking within the build, waiting for procs to hit their chance and supercharge an entire attack chain rotation.

 

 

 

Ah ... but what would such a monstrosity look like in practice?

Well I'm glad you asked!

 

 

 

If we stipulate use of all 9 Primary and all 9 Secondary powers, that leaves only 6 power picks left over for Pools.

 

If 1 of those Pool picks is either Hover or Mystic Flight (so as to hang in the sky the way that bricks don't while shooting up a storm) ... and another 1 of those Pool picks is Hasten (because, Farsight and Chrono Shift functionally DEMAND use of Hasten) ... then that leaves only 4 more power picks left over.  Getting to Leadership/Tactics requires 2 power picks from the Leadership Pool, and slots are already at enough of a premium that choosing Assault as the pre-req for Hasten makes a pretty decent amount of sense ... leaving only 2 power picks remaining.  You can then choose Soul/Soul Drain and Soul/Power Boost as your last 2 power picks and manage to make everything "fit" into the overall build for power picks.

 

Yeah ... it's THAT TIGHT on power picks.

If you want to do essentially the same thing but go with /Dark instead of /Soul, you will need to "sacrifice" one (or more?) power picks from your Primary and/or Secondary powersets to accommodate Dark/Soul Drain if you also want to keep Leadership/Tactics for the Build Up proc in a toggle performance.

 

 

 

But wait ... there's more.

 

If you're like me and want to make sure you can actually manage to fit all of the needed slots into Tactics and Soul Drain, that means that you can't have either Tactics OR Soul Drain be your Level 49 power pick ... since Tactics, to 6-slot a full Gaussian's set, and Soul Drain, to 5-slot an Obliteration set, will both need to be chosen no later than Level 47 in order to be able to slot in 1-2 Level 48 slots and 3 Level 50 slots.  And just to make the challenge even better, you must take 1 Leadership toggle power (either Maneuvers or Assault) before you can take Tactics.

 

Now, if you're like me, and you prioritize getting all of your Secondary attack powers "as early as you can" while then filling in the gaps with your Primary powers in Tier sequence order (rather than skipping around) ... and you want to take your Travel(ish?) power at Level 6 so it will ALWAYS be available to you even if you Exemplar down to Level 1 then the earliest you can take Hasten is going to be at Level 30(!), just in time to support Chrono Shift (especially when Exemplared!).  After that, the only remaining slots available are the Level 41, 44, 47 and 49 slots.

 

Since Power Boost doesn't need any slots added to it, it can be relegated to the Level 49 power pick.

Assault (in my case) NEEDS to be taken at Level 41 so as to enable Tactics in either the 44 or 47 slots.

 

As far as Exemplar Friendly sequencing of powers goes, the Level 44 power pick becomes the "prime" location, since it is +5 Levels to a content breakpoint of Level 39 for a lot of Flashback and also Task Force/Strike Force content.  Conversely, the Level 47 power pick stays active only for content in the Level 42+ content areas, while the Level 49 power pick is only relevant to Level 44+ content.

 

For me, as you'll see in this build, that essentially means:

41: Assault

44: Soul Drain

47: Tactics

49: Power Boost

 

 

 

One other major change from previous builds I've posted in this thread was the need to "pirate" a lot of proc slots from other powers so as to be able to "feed" those slots into Tactics to achieve a full 6-slot Gaussian's set.  This may not be strictly necessary, although the set bonuses gained are somewhat nice.

 

The "piracy" of proc slots came from:

Time's Juncture loses its Pacing of the Turtle proc.

Distortion Field loses its Pacing of the Turtle and Lockdown procs (so loss of 2 slots here).

Hail of Bullets loses its Force Feedback proc.

Soul Drain loses its Avalanche proc.

 

However, the interesting thing (to me, anyway) is that the removed slots from Time's Juncture and Distortion Field will ultimately result in less "overlap" between duplicated procs that would not be able to stack with themselves, meaning that the shift into a full Gaussian's set in Tactics also yields better deconfliction of potential proc debuff sources in these powers.

 

 

 

So ... here is what happened when I took the opportunity to push as much Build Up style procs and Soul Drain into the already existing framework I had for Time/Dual Pistols/Soul.  There is a slight loss on the "No Escape" front due to the removal of debuff procs, but the compensation for that is a significant increase in damage production capability while on teams (particularly in Team-8 situations).  So a little less control capability in exchange for more frequent spikes in damage output.  For some people, this may prove a very tempting option, especially if they prefer to play in teams rather than solo.  To be honest, I'm kind of shocked that this build has evolved so far as to reach THIS point.

 

Enjoy ... IF YOU DARE ...

 

 

 

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Level 50 Technology Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Dual Pistols
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery

 

Hero Profile:
 

Spoiler

 

Level 1:    Time Crawl    
 (A) Accuracy IO: Level 50


Level 1:    Pistols    
 (A) Decimation - Accuracy/Damage: Level 27
 (3) Decimation - Damage/Endurance: Level 27
 (3) Decimation - Damage/Recharge: Level 27
 (5) Decimation - Accuracy/Damage/Recharge: Level 27
 (5) Decimation - Chance of Build Up: Level 25
 (7) Winter's Bite - Recharge/Chance for -Speed & -Recharge: Level 27


Level 2:    Dual Wield    
 (A) Vigilant Assault - Accuracy/Damage: Level 27
 (7) Vigilant Assault - Damage/RechargeTime: Level 27
 (9) Vigilant Assault - Damage/Endurance/RechargeTime: Level 27
 (9) Vigilant Assault - Accuracy/Damage/Endurance: Level 27
 (11) Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime: Level 27
 (11) Vigilant Assault - RechargeTime/PBAoE +Absorb: Level 27


Level 4:    Empty Clips    
 (A) HamiO: Centriole Exposure (+2 Dam/Range)
 (17) HamiO: Centriole Exposure (+2 Dam/Range)
 (17) Detonation - Damage/Endurance/Range: Level 50
 (19) Tempered Readiness - Accuracy/Endurance: Level 50
 (19) Pacing of the Turtle - Accuracy/Endurance: Level 50
 (21) Force Feedback - Chance for +Recharge: Level 21


Level 6:    Hover    
 (A) Luck of the Gambler - Recharge Speed: Level 25


Level 8:    Temporal Mending    
 (A) Preventive Medicine - Heal: Level 27
 (21) Preventive Medicine - Heal/Endurance: Level 27
 (23) Preventive Medicine - Endurance/RechargeTime: Level 27
 (23) Preventive Medicine - Heal/RechargeTime: Level 27
 (25) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27
 (25) Preventive Medicine - Chance for +Absorb: Level 27


Level 10:    Swap Ammo    
Level 12:    Time's Juncture    
 (A) Dark Watcher's Despair - To Hit Debuff: Level 27
 (27) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 27
 (27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 27
 (29) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 27
 (29) Dark Watcher's Despair - Chance for Recharge Slow: Level 21


Level 14:    Temporal Selection    
 (A) Doctored Wounds - Heal/Recharge: Level 50


Level 16:    Bullet Rain    
 (A) Positron's Blast - Accuracy/Damage: Level 27
 (31) Positron's Blast - Damage/Endurance: Level 27
 (31) Positron's Blast - Damage/Recharge: Level 27
 (31) Positron's Blast - Damage/Range: Level 27
 (33) Positron's Blast - Accuracy/Damage/Endurance: Level 27
 (33) Force Feedback - Chance for +Recharge: Level 21


Level 18:    Distortion Field    
 (A) Basilisk's Gaze - Accuracy/Hold: Level 27
 (33) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
 (34) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
 (34) Basilisk's Gaze - Chance for Recharge Slow: Level 10


Level 20:    Suppressive Fire    
 (A) HamiO: Endoplasm Exposure (+2 Acc/Mezz)


Level 22:    Time Stop    
 (A) Basilisk's Gaze - Accuracy/Hold: Level 27
 (34) Basilisk's Gaze - Recharge/Hold: Level 27
 (36) Basilisk's Gaze - Endurance/Recharge/Hold: Level 27
 (36) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27


Level 24:    Farsight    
 (A) HamiO: Cytoskeleton Exposure (+2 Def/End/ToHit)
 (36) HamiO: Cytoskeleton Exposure (+2 Def/End/ToHit)
 (37) Luck of the Gambler - Recharge Speed: Level 25


Level 26:    Slowed Response    
 (A) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
 (37) Achilles' Heel - Chance for Res Debuff: Level 10


Level 28:    Executioner's Shot    
 (A) Defender's Bastion - Accuracy/Damage: Level 27
 (37) Defender's Bastion - Damage/Recharge: Level 27
 (39) Defender's Bastion - Damage/Endurance/Recharge: Level 27
 (39) Defender's Bastion - Accuracy/Damage/Endurance: Level 27
 (39) Defender's Bastion - Accuracy/Damage/Endurance/Recharge: Level 27
 (40) Defender's Bastion - Recharge/Chance for Minor PBAoE Heal: Level 27


Level 30:    Hasten    
 (A) Recharge Reduction IO: Level 50+5


Level 32:    Chrono Shift    
 (A) Recharge Reduction IO: Level 50
 (40) Efficacy Adaptor - EndMod/Recharge: Level 50
 (40) Performance Shifter - EndMod/Recharge: Level 50


Level 35:    Piercing Rounds    
 (A) Positron's Blast - Accuracy/Damage: Level 27
 (42) Positron's Blast - Damage/Endurance: Level 27
 (42) Positron's Blast - Damage/Recharge: Level 27
 (42) Positron's Blast - Damage/Range: Level 27
 (43) Positron's Blast - Accuracy/Damage/Endurance: Level 27
 (43) Annihilation - Chance for Res Debuff: Level 20


Level 38:    Hail of Bullets    
 (A) Obliteration - Accuracy/Recharge: Level 31
 (43) Obliteration - Damage/Recharge: Level 31
 (45) Obliteration - Accuracy/Damage/Recharge: Level 31
 (45) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
 (45) Obliteration - Chance for Smashing Damage: Level 30


Level 41:    Assault    
 (A) Endurance Reduction IO: Level 50+5


Level 44:    Soul Drain    
 (A) Obliteration - Accuracy/Recharge: Level 31
 (46) Obliteration - Damage/Recharge: Level 31
 (46) Obliteration - Accuracy/Damage/Recharge: Level 31
 (46) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
 (48) Obliteration - Chance for Smashing Damage: Level 30


Level 47:    Tactics    
 (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 27
 (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 27
 (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 27
 (50) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 27
 (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 27
 (50) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21


Level 49:    Power Boost    
 (A) Recharge Reduction IO: Level 50+5

 


 

Spoiler

 

Level 1:    Brawl    
 (A) Accuracy IO: Level 50


Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Run Speed IO: Level 50


Level 1:    Sprint    
 (A) Celerity - +Stealth: Level 15


Level 1:    Vigilance    
Level 2:    Rest    
 (A) Recharge Reduction IO: Level 50


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Run Speed IO: Level 50


Level 2:    Health    
 (A) Panacea - +Hit Points/Endurance: Level 10
 (13) Miracle - +Recovery: Level 20
 (13) Numina's Convalesence - +Regeneration/+Recovery: Level 30


Level 2:    Hurdle    
 (A) Jumping IO: Level 50


Level 2:    Stamina    
 (A) Endurance Modification IO: Level 50
 (15) Performance Shifter - EndMod: Level 27
 (15) Performance Shifter - Chance for +End: Level 21


Level 10:    Chemical Ammunition    
Level 10:    Cryo Ammunition    
Level 10:    Incendiary Ammunition


Level 0:    Freedom Phalanx Reserve    
Level 0:    Portal Jockey    
Level 0:    Task Force Commander    
Level 0:    The Atlas Medallion

 


Set Bonus Totals:
 

Spoiler

13.5% DamageBuff(Smashing)
13.5% DamageBuff(Lethal)
13.5% DamageBuff(Fire)
13.5% DamageBuff(Cold)
13.5% DamageBuff(Energy)
13.5% DamageBuff(Negative)
13.5% DamageBuff(Toxic)
13.5% DamageBuff(Psionic)
1.25% Defense(Smashing)
1.25% Defense(Lethal)
3.13% Defense(Fire)
3.13% Defense(Cold)
8.13% Defense(Energy)
8.13% Defense(Negative)
2.5% Defense(Melee)
8.75% Defense(Ranged)
6.25% Defense(AoE)
4.05% Max End
6% Enhancement(Heal)
47% Enhancement(Accuracy)
3.75% Enhancement(Max EnduranceDiscount)
87.5% Enhancement(RechargeTime)
7.5% Enhancement(Range)
15% SpeedFlying
GrantPower Preventive Medicine (10% chance, if Scourge)
80.12 HP (7.88%) HitPoints
15% JumpHeight
15% SpeedJumping
MezResist(Confused) 26.25%
MezResist(Held) 26.25%
MezResist(Immobilized) 26.25%
MezResist(Sleep) 26.25%
MezResist(Stunned) 26.25%
MezResist(Terrorized) 26.25%
14% (0.23 End/sec) Recovery
6.75% Resistance(Smashing)
6.75% Resistance(Lethal)
7.5% Resistance(Fire)
7.5% Resistance(Cold)
1.5% Resistance(Energy)
1.5% Resistance(Negative)
15% SpeedRunning


Set Bonuses:
 

Spoiler

 

Decimation
(Pistols)
  1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  11.45 HP (1.13%) HitPoints
  2.25% Max End
  6.25% Enhancement(RechargeTime)


Vigilant Assault
(Dual Wield)
  1.8% Max End
  6.25% Enhancement(RechargeTime)
  11% Enhancement(Accuracy)
  3% DamageBuff(All)
  3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)


Luck of the Gambler
(Hover)
  7.5% Enhancement(RechargeTime)


Preventive Medicine
(Temporal Mending)
  2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  19.08 HP (1.88%) HitPoints
  3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  3.75% Enhancement(EnduranceDiscount)
  8.75% Enhancement(RechargeTime)
  GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge)


Dark Watcher's Despair
(Time's Juncture)
  15.26 HP (1.5%) HitPoints
  2.5% (0.04 End/sec) Recovery
  5% Enhancement(RechargeTime)
  2% DamageBuff(All)


Positron's Blast
(Bullet Rain)
  2.5% (0.04 End/sec) Recovery
  2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  9% Enhancement(Accuracy)
  6.25% Enhancement(RechargeTime)


Basilisk's Gaze
(Distortion Field)
  2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  2% (0.03 End/sec) Recovery
  7.5% Enhancement(RechargeTime)


Basilisk's Gaze
(Time Stop)
  2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  2% (0.03 End/sec) Recovery
  7.5% Enhancement(RechargeTime)


Luck of the Gambler
(Farsight)
  7.5% Enhancement(RechargeTime)


Defender's Bastion
(Executioner's Shot)
  15.26 HP (1.5%) HitPoints
  7.5% Enhancement(Range)
  6% Enhancement(Heal)
  3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
  8.75% Enhancement(RechargeTime)


Positron's Blast
(Piercing Rounds)
  2.5% (0.04 End/sec) Recovery
  2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  9% Enhancement(Accuracy)
  6.25% Enhancement(RechargeTime)


Obliteration
(Hail of Bullets)
  2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  3% DamageBuff(All)
  9% Enhancement(Accuracy)
  5% Enhancement(RechargeTime)


Obliteration
(Soul Drain)
  2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  3% DamageBuff(All)
  9% Enhancement(Accuracy)
  5% Enhancement(RechargeTime)


Gaussian's Synchronized Fire-Control
(Tactics)
  7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  19.08 HP (1.88%) HitPoints
  2.5% (0.04 End/sec) Recovery
  2.5% DamageBuff(All)
  2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)


Performance Shifter
(Stamina)
  7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning

 

 

 

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For my team build, Tactics with Gaussian will likely be a no brainer. Might even grab me the Summon Pet from the epic pool lol.


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The thing that I find ironic is that thanks to your work, Bopper, proc chances that people dismissed as being "worthless" and functionally the waste of an enhancement slot (relative to the alternatives) are seeing a renaissance once we understand how the mechanics work and how to ... angle ... for a Chuck Lots Of Dice!! solution to the low proc chance problem resulting in improved odds to proc well in excess of what you'd expect to see just looking at the raw numbers (and calling it a day).

 

The Decimation Build Up proc seemed somewhat wasteful to put into single target Ranged attacks, relative to alternative options, until you can put it into a "buzzsaw" styled fast animation attack chain in which you're using the power with the Build Up proc as often as possible so as to Chuck Lots Of Dice!! to get it to proc MORE often than it ought to be doing.

 

And then there's putting the Gaussian's Build Up proc into Leadership/Tactics ... where a solo test against a Rikti Pylon showed the option was pretty useless ... but then subsequent research and testing shows that Team-1 is the worst possible context for testing this proc, but a Team-8 (or even just a Mastermind plus 6 Pets) context demonstrates that the proc can counter-intuitively become remarkably powerful at a 37.5% (Mastermind) or 41.5% (Team-8) chance to proc every 10 seconds in Tactics.  So it was a good option, then a bad option, then a good option again.

 

And to underscore the irony of both of these applications of the Build Up proc, in BOTH cases the way the mechanics stack up is via by pushing the proc chance BELOW the minimum floor of 6.5% per chance to proc, in some cases WAY beyond that minimum, and then using the "clamping" at a minimum 6.5% chance to proc to (subversively) increase the chance to proc above what it otherwise "ought to be" and then use the Chuck Lots Of Dice!! strategy to multiply that low proc chance into a cumulatively higher chance to proc.

 

So yeah ... very interesting.

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Absolutely. When I got confirmation that there was a minimum proc probability, I immediately thought of AoEs and Toggles that could maximize that. Sadly, I hoped the Activation Period of the power would be used, but I think all the enhancements have their own Activation Period of 10 seconds that it's using, which limits the greatness I thought could happen.

 

As for Build Up in an AoE (like Tactics), that's something I always loved seeing used. I put it in Soul drain knowing each target gives me a 90% chance to proc, which effectively makes it more that 90% probability. Same concept as using FF procs in AoEs. Only need 1 to hit. That's my chucking dice.

 

As for putting it in Pistols, it's viable in the right situation. I like more reliability, so I put it in my Suppressive Fire. It already is a proc whore, and it has the greatest Cooldown + Cast time of my ST attacks, which makes it the highest probability to proc on a single activation (36%). Also, it doesn't benefit from Build Up, so I don't care that I can't cycle back to it. I know 36% of the time, my Executioner's Shot, Piercing Rounds, and Bullet Rain will be boosted.


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Wow, that's some awesome findings about Tactics and teams.  I hadn't tried that! :)  I'll keep it in mind for my more team-focused builds and Masterminds! 

It is very interesting to see how Suppressive Fire's longer recharge plays out so differently on the other ATs.  It's not a surprise given it's long base cool down, but the Sentinel version is very different (8 seconds!).  It's a proc whore there too though.  Just not nearly as good of a probability by itself.  However... you get the Chuck Lots of Dice! effect since you can spam fast attacks on Sentinels all day erry day.

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21 minutes ago, oldskool said:

It's not a surprise given it's long base cool down, but the Sentinel version is very different (8 seconds!).  It's a proc whore there too

I'm unfamiliar with Sentinel version,  but I know they have different damage acales, which likely led to different recharges and mez durations too. For a defender, SF only does 3.61 damage at base. So yay, I get more proc options, but the damage is worthless to enhamce. So it's proc or bust. I use 5 damage and the buildup proc. 


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Just now, Bopper said:

I'm unfamiliar with Sentinel version,  but I know they have different damage acales, which likely led to different recharges and mez durations too. For a defender, SF only does 3.61 damage at base. So yay, I get more proc options, but the damage is worthless to enhamce. So it's proc or bust. I use 5 damage and the buildup proc. 

I have Dual Pistols on a Corruptor, and it's in the same boat.  It's a mez power that can be converted into a monster power which is pretty cool. 

Sentinels have weird Frankenstein's monster blast sets.  Suppressive Fire there is a reasonable DPA power with an 8 second cool down that gains very little out of Incendiary Ammunition but still accepts Hold sets.  It can hit like a truck and can be spammed.  I'm currently enjoying it. 

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  • 1 month later

So I rolled a Time/DP defender last night on a whim, and then thought "I should check the forums for a build."  And then have worked my way through the evolution of this No Escape build across multiple threads and wow, what a roller coaster it's been.  And now I want on this ride too!

 

Regarding the Guassain's proc: Funnily enough (for the second time), I had just respeced my first fifty, a Corr I only team with, and dropped the Gaussian's into her Tactics based on some vague mutterings I'd heard about how it might work well in there.  Great randomly made choice, me!  One question I have though, I've done a lot of MotherShip Raids with her, so what would the proc do when the toon is in a league?  Does such a power buff the entire league, or just the "up to eight" on your team?

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Clave's Sure-Fire Secrets to Enjoying City Of Heroes
Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise.
This game isn't hard work, it's easy!
Go have fun!
╚═══════════════════════════════════════════════════════════════════════════════════╝
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2 hours ago, Clave Dark 5 said:

Regarding the Guassain's proc: Funnily enough (for the second time), I had just respeced my first fifty, a Corr I only team with, and dropped the Gaussian's into her Tactics based on some vague mutterings I'd heard about how it might work well in there.  Great randomly made choice, me!  One question I have though, I've done a lot of MotherShip Raids with her, so what would the proc do when the toon is in a league?  Does such a power buff the entire league, or just the "up to eight" on your team?

  • Team-1: 1 - (1 - 0.065)^1 = 06.5% chance to proc every 10 seconds
  • Team-2: 1 - (1 - 0.065)^2 = 12.5% chance to proc every 10 seconds
  • Team-3: 1 - (1 - 0.065)^3 = 18.2% chance to proc every 10 seconds
  • Team-4: 1 - (1 - 0.065)^4 = 23.5% chance to proc every 10 seconds
  • Team-5: 1 - (1 - 0.065)^5 = 28.5% chance to proc every 10 seconds
  • Team-6: 1 - (1 - 0.065)^6 = 33.1% chance to proc every 10 seconds
  • Team-7: 1 - (1 - 0.065)^7 = 37.5% chance to proc every 10 seconds
  • Team-8: 1 - (1 - 0.065)^8 = 41.5% chance to proc every 10 seconds
     
  • League-16: 1 - (1 - 0.065)^16 = 65.8% chance to proc every 10 seconds
  • League-24: 1 - (1 - 0.065)^24 = 80.0% chance to proc every 10 seconds
  • League-32: 1 - (1 - 0.065)^32 = 88.3% chance to proc every 10 seconds
  • League-34: 1 - (1 - 0.065)^34 = 89.8% chance to proc every 10 seconds
  • League-35: 1 - (1 - 0.065)^35 = 90.0% (90.4%) chance to proc every 10 seconds

You want to think of Leagues as being "multi-team" simultaneously, in the sense that they're "all on your team" as far as whether or not powers can apply to them which require them to be teammates.  It's basically a code hack to allow teams to exceed 8 in size.  This is why the max target limit on Tactics, for example is 255, even though you'll never squeeze that many teammates into a single zone.  So my understanding is that it'll buff +ToHit for everyone on your Team/League who is within 60ft of your PC, and because of that the proc chances for Gaussian's will rise above the (mere) Team 1-8 chances to proc every 10 seconds.

2 hours ago, Clave Dark 5 said:

So I rolled a Time/DP defender last night on a whim, and then thought "I should check the forums for a build."  And then have worked my way through the evolution of this No Escape build across multiple threads and wow, what a roller coaster it's been.  And now I want on this ride too!

Yup.

Corrupted another one with the Awesome™ ...

 

😎

 

This keeps happening ... 😅

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Just now, Redlynne said:

 So my understanding is that it'll buff +ToHit for everyone on your Team/League who is within 60ft of your PC, and because of that the proc chances for Gaussian's will rise above the (mere) Team 1-8 chances to proc every 10 seconds.

This sounds too good to be true.  This will be awesome for MSRs if I just sit my Corr in the middle of the bowl and blast away.  I dunno how it's done on other servers, but the one I play on everybody collects and chills until the raid begins in a spot near two ruined tanks in the middle of nowhere before we take off to start taking down pylons, so that'd be a great chance to check it as the league is forming.  Sadly I won't be able to do so until the next time I can be present at the next MSR on my server, which is likely to be days from now.

 

Unrelated question - So the build looks awesome once you hit 50 and can slot the Hamis and so on, but what about until then (or if I exemp down)?  It'd be great to have access to this Tactics Madness at lower levels rather than taking it "right at the end" at 47.  I don't know Time or even DP all that well, so do you have any suggestions for something I could put off at lower levels to make room for them earlier?  I was thinking about switching places with Temporal Selection for Assault (as it's only slotted once in the finished build) at level 41 and then Suppressive Fire for Tactics at 47 as it's only slotted with a single Hami.  If I were to do so, would I be gimping my toon if I put off taking them until later, or are those two powers "ones you want the second they become available"?

╔═══════════════════════════════════════════════════════════════════════════════════╗

Clave's Sure-Fire Secrets to Enjoying City Of Heroes
Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise.
This game isn't hard work, it's easy!
Go have fun!
╚═══════════════════════════════════════════════════════════════════════════════════╝
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