blueruckus

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  1. With the new ATO/SATOs recently released, I've been very interested by the new PPM (procs per minute) formula being used in them and also in the SBE (store-bought enhancement) attuned versions of IO procs found in the Paragon Store. Unfortunately, the description in the store does not give you a detailed description on each proc so I ended up spending my own points in the name of research! Interestingly enough, I stumbled across a very interesting find.



    Proc to build-up? Sounds nice, would definitely be nice to have +80% dmg and +20 to-hit for free, but the IO only has a 5% of this happening. That stinks! I wonder if this new PPM version will be any better?

    For those that aren't familiar with the PPM formula, it calculates the proc chance based off recharge instead of a flat %. The intention is to slot procs in powers you like to use and not just quick spam T1 attacks. The community accepted formula used for single target attacks is as follows:

    [Base Recharge / 60 (secs in a min)] x PPM

    So if your AR blaster slots Decimation Build-Up in Burst the formula is: (4/60) x 1 = .066 or 6.6%

    Already an improvement over Decimation Build-Up's normal IO chance of 5%. Pretty cool! Keep in mind that this is calculating off base recharge and not actual recharge after slotting and perma-hasten, etc.. BASE RECHARGE! Of course, as we look at higher recharge powers, things get pretty awesome.

    --------------------------------------------
    Recharge - Proc Chance - Power Types

    4s - 6.6% - T1 blasts/immobs: Burst, Ring of Fire, Ice Bolt, already higher than normal proc %
    8s - 13.3% - T2 blasts/holds: Slug, Lightning Bolt, Block of Ice
    10s- 16.6% - T3 blasts: Blaze, Freeze Ray, Executioner Shot
    12s- 20.0% - Brute PPP Gloom, Dom Blaze
    20s- 33.3% - Ranged stuns: Beanbag, Stunning Shot, Taser, Screech
    32s- 53.3% - Melee AT APP/PPP holds: Soul Storm, Char, Shark Jaws
    ---------------------------------------------

    So using the SBE version of Decimation Build-Up... your Fire Corr will have a 16.6% build-up chance on every Blaze spam. Your Brute will have a 20% chance every time they hit Gloom. Your sonic blaster will have a 33% chance when using Screech. Your newly super-powered I22 Stalker will have a 53.3% chance for build-up on every Soul Storm!!! Soul Storm: Decent damage, mag 3 hold, AND a 53% chance for +80% dmg/+20% to-hit? Yes, please!
  2. Quote:
    Originally Posted by SlyGuyMcFly View Post
    *points to thread title*

    Of course, if the PPM PShifter were available in-game (say, as a Catalized version of the regular proc), that concern would disappear. Although I'd still be concerned about it being too good. The Regular PShifter is already a very strong IO - .495 for the PPM version strikes me as ridiculous. But then again, what is and isn't ridiculous on an IO is pretty vaguely defined.
    Well, it's going to be interesting to see what happens if the Gaussian Build Up proc ever hits the store. If its anything like the Decimation Build Up proc currently in the store it will be proc'ing at 1 PPM. Considering Build Up powers are on a 90 sec recharge its going to proc every single time. It's basically going to be mandatory on every melee build with Build Up... but if you have to pay real money for it I can already imagine the poo hitting the fan on these boards.

    Then again the Decimation build up proc hasn't caught anyone's attention even though it can give anywhere between 6% chance to a 33% chance if you slot it in something like Beanbag, Screech, or Taser. So who really knows.
  3. Well, if anything is to be changed it should not be the proc itself but rather the way PPM works in non-damaging passive/toggle power, similar to how AoE has a different calculation.

    Eventhough Stamina is the most popular choice for this SBE, it can be used in other powers. Nerfing the entire SBE just because it's too good in one power is unfair to how it performs in elec-based attacks, for example.

    I personally like the new PPM formula because it makes procs more viable in multiple powers and not just your quick recharge spam powers. Scaling % chance based off recharge just makes more sense.

    Just look at the Stalker proc, guaranteed hide everytime you use AS? Everyone loves it, but how much would you love it if it was originally in game as a 30% chance and then the PPM version was introduced? Would the reaction be similar to what we're discussing now? Or is the main problem that you have to spend real money? If the Perf Shift PPM proc was available in game like ATOs would it be a problem?
  4. blueruckus

    Vorpal

    Being a cone, it's great for hover characters since you can make use of its entire area. For fun, head over to the Cim wall and hover midway up the wall and Vorpal towards the wall. You'll end up smacking the group at the base of the wall and the group at the top of the wall. Good times.
  5. For judgement, I love using Vorpal Radial. Looks cool, activates quicker than Ion, 40 targets, huuuuuge cone, +30% base def for 10 secs.

    Ion was my first T4 judgement and its great, but the activation time always felt so slow for me. With that huge cone, you'll find yourself hitting more targets than you do with Ion, many times hitting multiple groups. The defense boost is really nice to have when you find yourself knee deep in defense cascading since us VEATs have no defense reduction protection. That 10 seconds gives you a window of mini god mode to let some of that -def wear off.
  6. I've always noticed the first Shalice gets a lot closer to the fountain than the other two, but like you, I always thought it was just the team trying to get in their groove.
  7. blueruckus

    Vorpal

    Vorpal is by far my favorite judgement power. I don't think many people realize just how large a 120x120 cone really is. Combine it with Clarion's +range and you end up at "omg what just happened?!" status.

    I'm almost tempted to incarnate my DP/NRG blaster so I could go Cardiac +range, Clarion +range, Boost Range and roundhouse kick the moon!
  8. Quote:
    Originally Posted by FlashToo View Post
    Oops, posted in the wrong forum. My bad. It's in the art forum now.
    I never check out the art forum so I'm glad you posted this here. Guess I should start checking out the art forum from now on.
  9. Thought this was odd too. After running many DD trials, the Sentinel fight was pretty lackluster. I didn't expect an iTrial level fight, but I thought he would at least last longer than 5 seconds. Weird.

    The Blue Steel fight was similar, but at least that one was comical. Didn't expect to see him and his heroic monologue at the end of that mission only to see him attempt to retreat after getting trounced.

    I heard many others mention this EB issue over broadcast in DA too so it sounds like something is definitely wrong.
  10. Looks great! I love that I instantly recognize the costume pieces from in game. If I didn't know this was a CoH piece, I would immediately think it is. I wish I had this level of artistic talent so I could draw some awesome action art of my crab spider.

    Excellent work!
  11. Team inspirations only seem to affect other players on your team and not non-MM pets. This seems like an oversight to me and not WAI.
  12. Quote:
    Originally Posted by Two_Dollar_Bill View Post
    I don't hate Omega Maneuver, but when people ask me my opinion about it, I explain why I don't take it. (See multiple other threads for details.) In general, I think of it as being rather like Trip Mines; a great power for soloing, but difficult to use to good effect on a fast-moving team.

    My own build has Boxing/Tough/Weave and Vengeance, but no pets or psuedo-pets. I would love to have pets, but being nigh-invulnerable is a higher priority.
    I respect that and I agree that Omega is definitely not for everyone.

    My build is a fast-hover AoE build so my immediate mitigation is high ranged def and high maneuverability in lining up cones. Since I'm not throwing myself in the melee/tanking role, I was able to give up Tough in favor of more damage and team buff. I've always been a big fan of Vengeance but even more so now with my pets. They normally sit at around 30 def with double maneuvers/IO aura, but vengeance throws them way over cap plus that juicy extra 35% damage is ohhh so nice.
  13. Quote:
    Originally Posted by Two_Dollar_Bill View Post
    Shucks! I always go into every thread about Omega Maneuver looking to say bad things about it.

    But seriously... I don't believe that Omega Maneuver does any knockback of its own. So, if you slot it with the Stupefy knockback proc it should be obvious if it triggers.
    Ah, the Stupefy proc, that's a good idea. I still haven't seen it proc but was wondering if it just wasn't displaying it for some reason. I'll test again with that but I've pretty much concluded that they're just not working. Also, I noticed that Omega Bomb shows up on the pet display and it DOES have the Interface buff but still not applying. Maybe the self-destruct aspect of Omega nullifies the interface dot.

    In regards to Omega itself, I ended up respec'ing out of Boxing/Tough for Omega/Vengeance. I know it sounds a bit crazy to drop Tough, but with so much other mitigation the only time I die is if I end up doing something stupid that even Tough wouldn't save me from. Usually other team/league mates drop before I do so Vengeance is nice, plus it allows me to slot the 5th gambler I never could fit in to my build. With the i22 change to Vengeance in leagues it makes it so much more worth it.

    Omega I have with 4 slots and sits at 127% damage with Musculature and recharges in about 90 seconds. I hated this power when I picked it up on my crab when first hitting 32 because I guess I was just expecting more. Really though, it's a crashless mini nuke that just adds more damage in to my already damage oriented build. My build does not revolve around it but rather it's just an extra tool. I ran lots of different content last night: solo, steamroll TFs, iTrials and I've been able to use Omega effectively in all of them. In retrospect, when I first picked up at 32 I now realize I just wasn't using it right.

    Well, now that I've opened the flood gates of an Omega bashing thread go right ahead and tell me why you hate it. I, personally, do not regret my choice and find that my build has improved from it.
  14. My spiders just sit back and contemplate life while I attack Spines during the DD trial. It appears like the Spines aren't being recognized as enemies to non-controllable pets.
  15. Can anyone confirm that procs work in Omega Maneuver? My thinking was that since Omega has such a long base recharge, the SBE Posi Blast proc at 3 PPM should pretty much be a guaranteed hit. However, in my brief testing I didn't see it trigger once. Also, I never saw my interface trigger from Omega either so now I'm wondering if this is all WAI or bug. I am not aware of any other damaging pseudo-pet that doesn't work with procs/interface.

    Anyone?

    Also, I'm not posting this as an invitation to a "let's bash Omega Maneuver" thread so I'm not interested in that. EDIT: cancel that, this is now that kind of thread.

    Thanks.
  16. Quote:
    Originally Posted by Judas_Ace View Post
    Why exactly is it in my face?
    This is how we honor fallen heroes?
  17. I remember when I was screwing around with it on beta, I was testing on PI giant monsters. When I had Degen slotted I wittled it down pretty easily without paying a whole lot of attention.

    In terms of minion munching, the DoT isn't THAT much weaker than Reactive's and I can't imagine the -Res is going to make a huge difference versus -MaxHP. Also, with the new trials being higher level mobs, I think degen's -MaxHP may shine a bit more against those sturdier mobs. If anything, I'll know my DoTs aren't going to waste since everyone's using Reactive.
  18. Quote:
    Originally Posted by Tormentoso View Post
    I'm also kinda meh about Kin Melee's short A.S. Specially with all the hand waves Kin Melee does. Though I choose to see it as a very calm, very vicious, "I'm just going to drop a tiny nuclear explosion right here in your heart."
    KM's AS cool factor came in the wind up portion of the attack. The actual strike seems so calm and nonchalant so the shortened version seems... odd. I feel the exact opposite about StJ, the wind up seems a bit weird but the strike is so quick and impacting so the shortened version should be fun.
  19. I can honestly say I've never been part of a trial team where someone was kick/denied because of their AT. My main has 23 T4s crafted so I've been on a lot of trials.
  20. Hopped on my 50 stalker. Yeesh. I didn't realize they were changing AS cast time out of hide to like what... Nothing? That's nuts! My only gripes is that the animation itself looks a little funky, at least KM's. Really stoked about these changes and may end up giving my crab a break to fully incarnate my stalker.

    Bummed that Fireball no longer has a 100% crit from hide buuuut I understand.
  21. I've always wanted to see a melee/support style AT. VEATs are along that vein and look at how awesome they are.
  22. Just checked on live with I22, the 'buff' did transfer over. So each proc knocks off -1000 on pylon for a max of -4000. Regen on a pylon drops from 102 hp/sec to around 89 hp/sec.
  23. x25 Super Packs is over a $15 dollar value. One token is not worth $15.
  24. Quote:
    Originally Posted by Muon_Neutrino View Post
    Um, unless something changed in the past couple weeks, that gun *is* back - it's a current option for beam rifle, my beam/dark corruptor is using it. It's just not available for sets other than beam, is my guess.
    Oh awesome, wasn't aware of that. When Beam first launched it was not available. I never looked at beam ever since then. Thanks for the heads up.