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Proc Monsters - The New Offender


Sir Myshkin

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8 minutes ago, Hjarki said:

When last I checked, Rain effects did generate procs - but they were generated on a 10 sec timing rather than a 60 sec timing, making them nearly useless.

Correct, they're pseudopets, so if it's a Location AoE, you create the patch and it will proc in 10 second intervals using a 10 second activation period. If it's a Targeted Location AoE (like Glue Arrow), then the target of the attack gets a Single Target Proc calculation (so longer recharge is good, and there's an Area Factor of only 1), then after hitting the target a patch area is created on that target, and that patch will do the same as a Location AoE patch. What's neat with target location AoE, you can get a double proc instantly. One on the cast, and another on the first tick of the patch.


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On 4/5/2020 at 6:49 AM, Sir Myshkin said:

Depends on the paired blast set, what type of content you plan on playing, and how quickly you want all of your attacks, or if you'd rather be more support-centric. Electrical Affinity gets most of its sauce by 20 as a Secondary, so you can kind of "best of both" with a Corruptor. Since Faraday and the Epic Shield are the two main focuses of of Resistance, the difference between the two won't be too dramatic, like 4-5%. When I built out for bonuses, nearly 30-35% was coming from IO sets on F/C/E/N. For me that's still enough to warrant personal survival, I'd probably still role a Defender as I still team a lot more than anything else. If you want Solo function though, going as a Corruptor may not be a bad call as it'll get more of that long-term damage from Scourge since there's not really any debuffs to leverage out of EA.

Hey Sir Myshkin have a Blaster proc Monster edition? If not we Need It so much! 😊

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On 4/17/2020 at 2:43 AM, parabola said:

The problem is as I feared it would be - endurance use. The aoe rotation of TT, Torrent and Acid Arrow burns through endurance. I was basically fine until I had all the defence shields in place, running these alongside firing off powers with no end slotting in them is just too much. So, it looks like my hopes of using Intuition Radial are out the window and I'm going to have to use Cardiac or Vigor. As discussed the accuracy situation is fine so Vigor seems unnecessary leaving Cardiac Core as probably the best bet.

If you haven't started using it yet, Victory Rush should act as a nice buffing medium to your endurance so long as you use it on a Boss or better. Another thing to consider is grabbing Supper Radial Hybrid, it has a static Endurance Reduction to your entire build, and when it's toggled on it'll give you a nice little mini Power Build Up that benefits quite a few of your abilities, and gets some of that +Dam back. Going that path could give you the chance to skip Ageless and grab Clarion for the mez hole.

 

Quote

Hey Sir Myshkin have a Blaster proc Monster edition? If not we Need It so much!

All discussion about Defender Blasts immediately applies to Blaster Primaries. No there's not a pile of discussion about the Blaster Secondaries, but much of it is Melee based which is pretty easy to grasp from the Tanker thread. The only major exploration I did into Blasters (Blast Sets/Sentinels) was "Mad King Special" (link in sig) to goes the extreme-path of procs/proc utility with a blast(er) set.

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4 hours ago, Bopper said:

Correct, they're pseudopets, so if it's a Location AoE, you create the patch and it will proc in 10 second intervals using a 10 second activation period

Im guessing this includes Whirlpool? Mids seems to think it'd be a decent proccer but my brain disagrees. 

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6 minutes ago, Carnifax said:

Im guessing this includes Whirlpool? Mids seems to think it'd be a decent proccer but my brain disagrees. 

Mids does not calculate Pseudopets correctly. Sorry. We worked on incorporating correct Proc probabilities in the last version of Mids (2.6.0.7?) and we were able to do it for click powers, autos, and toggles just fine. Unfortunately, Pseudopets don't flag in Mid's as something that would recognize use of the Toggle PPM formula as opposed to a Click PPM formula. It would require the developer to go in and change every pseudopet power by hand to flag it as needing the Toggle PPM formula. So don't expect that any time soon.

 

If I recall, Tankers are also bugged because their taunt radiuses are recorded into Mids as a radius, so all of the single target attacks calculate their proc probability using the AoE formula, using the radius of the taunt. So be aware of that.


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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10 minutes ago, Bopper said:

Mids does not calculate Pseudopets correctly. Sorry. We worked on incorporating correct Proc probabilities in the last version of Mids (2.6.0.7?) and we were able to do it for click powers, autos, and toggles just fine. Unfortunately, Pseudopets don't flag in Mid's as something that would recognize use of the Toggle PPM formula as opposed to a Click PPM formula. It would require the developer to go in and change every pseudopet power by hand to flag it as needing the Toggle PPM formula. So don't expect that any time soon.

 

If I recall, Tankers are also bugged because their taunt radiuses are recorded into Mids as a radius, so all of the single target attacks calculate their proc probability using the AoE formula, using the radius of the taunt. So be aware of that.

That's okay. My plan for my blaster is just 6 slotting it with Artillery instead and using the wriggle-room that gives me in capping Ranged to remove 3 Thunderstrikes from the two single-targets and fill them with procs instead. 

 

Double-tap Water Jet with procs sounds fun. 

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5 hours ago, Sir Myshkin said:

If you haven't started using it yet, Victory Rush should act as a nice buffing medium to your endurance so long as you use it on a Boss or better. Another thing to consider is grabbing Supper Radial Hybrid, it has a static Endurance Reduction to your entire build, and when it's toggled on it'll give you a nice little mini Power Build Up that benefits quite a few of your abilities, and gets some of that +Dam back. Going that path could give you the chance to skip Ageless and grab Clarion for the mez hole.

Yeah Victory Rush was a late addition when I realised I was going to have endurance problems. There is also that temp power that is cheap and gives recovery, it just seems a bit cheaty to rely on a temp power. Haven't made any progress with this, altitis is biting hard at the minute...

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On 4/19/2020 at 1:32 AM, Hjarki said:

When last I checked, Rain effects did generate procs - but they were generated on a 10 sec timing rather than a 60 sec timing, making them nearly useless.

On 4/19/2020 at 1:44 AM, Bopper said:

Correct, they're pseudopets, so if it's a Location AoE, you create the patch and it will proc in 10 second intervals using a 10 second activation period. If it's a Targeted Location AoE (like Glue Arrow), then the target of the attack gets a Single Target Proc calculation (so longer recharge is good, and there's an Area Factor of only 1), then after hitting the target a patch area is created on that target, and that patch will do the same as a Location AoE patch. What's neat with target location AoE, you can get a double proc instantly. One on the cast, and another on the first tick of the patch.

Just to clarify, are we talking about 2 separate animals here? Rain and TAoEs.

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On 4/8/2020 at 1:53 PM, Sir Myshkin said:

This looks to still be possible. Tested a bunch of the uniques just to see for myself what was and wasn't going on with the chain effects. Only thing I haven't tried out was Panacea because I'm budgeting the character out. Updated my previous post with inclusions, but specific to your post the Gaussian's still goes off. Ran across two interesting things when testing the procs...

 

First is that this is just one sample of having the Power Transfer: Heal proc in Energizing Circuit. It's trigger chance is occurring per target hit, back on the caster for a heal.

image.png.75b21a2970ce5f7ef516f04720c9ab9c.png

 

What was the more interesting thing I ran into, however, was back to the Gaussian's thing:

image.png.58c89fdd280976b920c4602c3487fcf8.png

 

Yes, double proc on a single activation. So long as I had a couple of non-pet bodies in the mix, getting at least one was fairly consistent, the double aspect I'm going to explore a bit more and see what I can push with chain counts.

I put Gaussian's in my MM. but it only fired once in a while on myself. What seems to be the problem?

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16 hours ago, You said:

I put Gaussian's in my MM. but it only fired once in a while on myself. What seems to be the problem?

Assuming you're talking about in Empowering Circuit, yes? If you're just firing it off between you and your immediate pet-horde, you might not see it as often as the moment you bump that list up to 2-3 more people around you. In my experimenting with it I fired the chain off 5-6 times with nothing, but then went another 5 shots with the proc going off each time. It isn't a consistent/guaranteed thing, and it only impacts your character, not any of the pets. In order to start stacking into the doubles I had to be surrounded by a far larger amount of people, start off an actual player character, and have at least 6-7 stacks of Static to get the extra jumps; even then it wasn't very often.

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1 hour ago, Sir Myshkin said:

Assuming you're talking about in Empowering Circuit, yes? If you're just firing it off between you and your immediate pet-horde, you might not see it as often as the moment you bump that list up to 2-3 more people around you. In my experimenting with it I fired the chain off 5-6 times with nothing, but then went another 5 shots with the proc going off each time. It isn't a consistent/guaranteed thing, and it only impacts your character, not any of the pets. In order to start stacking into the doubles I had to be surrounded by a far larger amount of people, start off an actual player character, and have at least 6-7 stacks of Static to get the extra jumps; even then it wasn't very often.

So, it’s not really worth slotting that proc in EC...

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9 hours ago, You said:

So, it’s not really worth slotting that proc in EC...

In my opinion, no not on a Mastermind. An argument could be made for Corr/Def but slots are a bit of a premium min/maxing Electric Affinity so it might only just be a fun proc to include while leveling as a nice random kicker.

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  • 3 weeks later

Update ... wait, Update?!

 

No, not really, but I did have a contextual post to make to share a fun little build I put together that will definitely have a few folks scratching their heads and will undoubtedly get the crazy tell or two in game. I was recently on the hunt to try and come up with a functional build for Assault Rifle that could take advantage of its wide utilitarian usability of the FF+Rech proc (really I was trying to make another Mad King out of it... I did, but, digress). I've always seen Assault Rifle as this weird set that I understand, it exists in just about any super hero world, but it just feels... off, like it doesn't fully make sense in this game. Bullets are this lethal, crazy thing and for whatever reason I'll sooner accept getting lit on fire than shot with a bullet in City of Heroes.

 

And then I thought "You know, this is kind of like the hilarity of shooting from the hip, lunatic stunts of 1980's action stars." And really that's about all it took before I was building "The Last Action (PROC) MAN." Some of you may recall the old Retail attempt at making builds that focused as much as possible on Power Pool usage and making these characters that were as far from a "super hero" and closer to the "average man" as possible. Two things stick out for me: Procs make anything hit harder, and: Defenders hit like crap anyway. On the other side of things Defenders get great modifiers to buffs and debuffs though, so what business I could do in Power Pools could be nicely bumped, and if I found a Primary that's as "simple/machine/mechanical" as possible, I could sell it (of course it was Traps).

 

Of Traps nine powers I can easily get away with just four of them, and Caltrops still plays into theme, (so five technically because I have to take a T1/2) which lets me do pretty much everything else in Pools. I did want a bit of AoE which is harder to come by effectively in pool powers, and I wanted that "shoot from the hip" gun inclusion, so two AoE's and a required came out of AR. Overall it was just a really fun build and it turned out to be a bit of an uber-strong Defender (Softcap to everything you say?). Tackling that idea of an attack chain being Boxing > Kick > Cross Punch is crazy, but that's what this one does:

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Force of Will
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Caltrops -- Bmbdmt-+FireDmg(A), JvlVll-Dam%(31), PstBls-Dam%(31)
Level 1: Burst -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Rchg/Heal%(29)
Level 2: Triage Beacon -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(36), Prv-Heal(37), Prv-EndRdx/Rchg(37)
Level 4: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(5), SprBlsCol-Rchg/HoldProc(5), Mk'Bit-Dam%(7), TchofDth-Dam%(7), GldStr-%Dam(9)
Level 6: Kick -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(9), Hct-Acc/Rchg(11), Hct-Dmg/EndRdx(11), Hct-Dam%(15), TchofDth-Dam%(23)
Level 8: Acid Mortar -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(40), Apc-Dam%(40), TchofLadG-%Dam(40)
Level 10: M30 Grenade -- SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Acc/Dmg(37), SprVglAss-Rchg/+Absorb(43), OvrFrc-Dam/KB(46), FrcFdb-Rechg%(46)
Level 12: Force Field Generator -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(13), ShlWal-Def(13), ShlWal-Def/Rchg(42), ShlWal-ResDam/Re TP(42)
Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(15), HO:Ribo(34)
Level 16: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(17)
Level 18: Cross Punch -- SprAvl-Acc/Dmg/EndRdx(A), SprAvl-Acc/Dmg(19), SprAvl-Acc/Dmg/EndRdx/Rchg(19), Arm-Dam%(21), FrcFdb-Rechg%(21), FuroftheG-ResDeb%(23)
Level 20: Poison Trap -- GhsWdwEmb-Dam%(A), UnbCns-Dam%(25), GldNet-Dam%(25), NrnSht-Dam%(27), Lck-%Hold(27)
Level 22: Aid Other -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx/Rchg(42)
Level 24: Aid Self -- Prv-Heal(A), Prv-Heal/EndRdx(43)
Level 26: Field Medic -- EndRdx-I(A)
Level 28: Weaken Resolve -- ShlBrk-Acc/EndRdx/Rchg(A), ShlBrk-Acc/Rchg(33), ShlBrk-%Dam(33), CldSns-%Dam(33), TchofLadG-%Dam(34), AchHee-ResDeb%(34)
Level 30: Assault -- EndRdx-I(A)
Level 32: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48), Rct-ResDam%(48)
Level 35: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(36)
Level 38: Full Auto -- SprVglAss-Dmg/Rchg(A), JvlVll-Dam%(39), SprVglAss-Acc/Dmg/EndRdx(45), SprVglAss-Dmg/EndRdx/Rchg(45), PstBls-Dam%(46)
Level 41: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(43), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Rchg/EndRdx(50), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50)
Level 44: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 47: Mighty Leap -- BlsoftheZ-ResKB(A)
Level 49: Unleash Potential -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Quick Form
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Qck-EndRdx/RunSpd(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(29), PrfShf-End%(31)
Level 50: Nerve Core Paragon
------------

 

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		|-------------------------------------------------------------------|

 

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I like the cut of your jib . . . whatever a jib is.

 

P.S.  You can be soft capped to all types and positions (except psi at 43.7) if you +5 the defense and def/end on your three defense powers (FFG, Weave, Maneuvers).

 

Also, why no FF +Recharge in kick?  Not enough time between kick and cross punch, maybe?

Edited by Bionic_Flea
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3 hours ago, Redlynne said:

spacer.png

If I tell someone I like the cut of their Mainsail, will I get punched in the face?

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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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Is there a reason slotting Dark Servant with 6 damage procs is not a good idea since I didn't see that on any builds here? It can take Cloud Senses, Ghost Widow, Gladiator's Net, Neuronic Shutdown, Touch of the Nictus, and Trap of the Hunter.

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13 minutes ago, zvelf said:

Is there a reason slotting Dark Servant with 6 damage procs is not a good idea since I didn't see that on any builds here? It can take Cloud Senses, Ghost Widow, Gladiator's Net, Neuronic Shutdown, Touch of the Nictus, and Trap of the Hunter.

Well ... the Dark Servant might need some Accuracy if you expect it to hit anything ...

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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52 minutes ago, zvelf said:

Is there a reason slotting Dark Servant with 6 damage procs is not a good idea since I didn't see that on any builds here? It can take Cloud Senses, Ghost Widow, Gladiator's Net, Neuronic Shutdown, Touch of the Nictus, and Trap of the Hunter.

 

Putting the Cloud Senses proc in it is always a good idea, because it has a lot of powers that can activate that proc. The other procs each trigger on a single power, so you'll be getting their base damage out of them... 90% * 3.5 * 71 damage, per minute... or about 3.7 DPS from a single proc (more for the purple, but I would put that in Abyssal Gaze). 3.7 DPS from one slot isn't bad, but neither is it really good.

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2 hours ago, Coyote said:

 

Putting the Cloud Senses proc in it is always a good idea, because it has a lot of powers that can activate that proc. The other procs each trigger on a single power, so you'll be getting their base damage out of them... 90% * 3.5 * 71 damage, per minute... or about 3.7 DPS from a single proc (more for the purple, but I would put that in Abyssal Gaze). 3.7 DPS from one slot isn't bad, but neither is it really good.

That makes sense. Thanks, Coyote.

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