Performance Shifter proc
For just three enhancements, endurance modification only is the most effective option.
The idea is to put it in stamina as a 4th slot where enhancement diversification causes additional endurance modification to have limited effect.
Even better is have the first three slots filled with other pieces of the performance shifter set that enhance endurance modification, so that the character gets a four-set bonus for even more endurance benefits.
this passed through my mind as well so I'm glad to see it posted. My brute with willpower has the proc and 4 more of the 6 pieces on his stamina and his quick recovery. (I left out the recharge/acc one of course =P) I wondered if the proc took affect or not on each.....does this mean that lvl 50 common end mod enhancements will work better with the proc??
Do procs even work in autos? I thought the every-ten-second rule was strictly for toggles and no procs triggered at all in autos.
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If you only had 1 slot in stamina this is the absolute best you could put in that slot.
If that's the case then I need a respec, lol.
Your assumptions are correct, but there are a couple wrinkles:
*) Many posters will seek top end performance regardless of price.
*) You will only get ~0.17666 eps from the first lvl50 EndMod IO. The second yields 0.1705 eps, and the third yields 0.0615 eps.
Personally, I normally only 2 slot Stamina with two lvl50 EndMod IOs. They give "close enough" performance to the proc, but don't rely on chance. If the build is especially end hungry, however, then I splurge on the Perf Shifter proc.
[edit: Note: The eps figures above assume only 100 max end. At 110 max end the eps for each lvl50 EndMod would be (1) 0.194333 eps, (2) 0.18755 eps, (3) 0.07222333 eps.]
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I know for a fact that the procs work in auto powers like stamina and physical perfection. Just monitor your combat log if you have these slotted and you'll see. They are also the best place for them based on the way the proc works. Slotting it in another end mod power like lightning bolt gives ygr target of the power endurance, instead of the caster.
I know for a fact that the procs work in auto powers like stamina and physical perfection. Just monitor your combat log if you have these slotted and you'll see. They are also the best place for them based on the way the proc works. Slotting it in another end mod power like lightning bolt gives ygr target of the power endurance, instead of the caster.
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good call, will do.
As a side note to this discussion,
If performance shifter gives +end to the target,
Does anyone know what is the target of a power like..
Blaster->Mental Manipulation->"Drain Psyche"
The PS proc also helps in situations where your recovery is debuffed. The proc can always go off, so even if you've been hit with Heat Exhaustion or thrown your T9 nuke you can still regain endurance.
Then there's endurance now vs endurance later - endurance now is more valueable. If you have 20 end and the proc goes off, you can use a power with an end cost of 30 now. If you have 20 end and slotted a 50 IO, you regain 10 end from that slot over 50 seconds.
In short, it's slightly better over time and can provide a short term boost that has a substantial enough impact to be noticeable. I notice that it occasionally gives me the boost I need to cast Transference on my /kin, so I use these on all my end-heavy characters.
As a side note to this discussion,
If performance shifter gives +end to the target, Does anyone know what is the target of a power like.. Blaster->Mental Manipulation->"Drain Psyche" |
I wouldn't put the proc in Drain Psyche. A) It will give your foes end as well as you B) you only get a 20% chance every 2-3 minutes instead of every 10 seconds.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
For just three enhancements, endurance modification only is the most effective option.
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Stamina has a base recovery bonus of 0.4167 EPS. Adding two level 45 endmod IOs is 79.9% enhancement after ED, which adds 0.333 more EPS recovery. Adding a third level 45 IO increases to %98.23 modification after ED, which is 0.41 EPS. The difference in three and two IOs then is 0.41-0.333 EPS, for a net of 0.076 EPS.
This proc is a 20% chance for 10 endurance every 10 seconds. On average, that's 2 endurance every 10 seconds, or 0.2 average EPS.
So making the third IO into the proc gives more benefit on average while retaining 1.799/1.9823 = 91% of the non-random benefit.
I always slot two endmod IOs and the proc in the third slot. As a side bonus, if I use one of the endmod IOs from the Performance Shifter set, I get a run speed bonus.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
That's not correct. At least not on average.
Stamina has a base recovery bonus of 0.4167 EPS. Adding two level 45 endmod IOs is 79.9% enhancement after ED, which adds 0.333 more EPS recovery. Adding a third level 45 IO increases to %98.23 modification after ED, which is 0.41 EPS. The difference in three and two IOs then is 0.41-0.333 EPS, for a net of 0.076 EPS. This proc is a 20% chance for 10 endurance every 10 seconds. On average, that's 2 endurance every 10 seconds, or 0.2 average EPS. So making the third IO into the proc gives more benefit on average while retaining 1.799/1.9823 = 91% of the non-random benefit. I always slot two endmod IOs and the proc in the third slot. As a side bonus, if I use one of the endmod IOs from the Performance Shifter set, I get a run speed bonus. |
Absolutely. It's a nice set. I usually hold myself to 3-4 slots and 2-3 pieces of the set because I have the same bonuses else where and/or I'm that tight on slots. Even the bonus for 6 is pretty nice. I've just never been able to justify that many slots in Stamina.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
One thing that I didn't see mentioned, the proc is +end, not recovery.
So when you do a nuke, or a sapper hits you for minus a billion recovery, the proc can still give you endurance.
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This is because the proc is designed to give proc to the target of the power. If a power targets an enemy, they get endurance. In Stamina's case, the player is the target of the power, thus gets the end boost.
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Not that AM would be the best place for it with its lengthy recharge timer. Just curious about the mechanics.
Seems like that would make Tactics with the Build-UP IO absurdly good. Are you certain of this?
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The performance shifter proc affects the target, which may or may not be the user.
Things were more fun back when you could slot the chance to stun proc in stamina and randomly dizzy yourself.
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The proc does indeed work and is very nice in stamina and isn't bad in end draining attacks ether.
I often see this power recommended for something like stamina. Why is that?
Is one of my assumptions incorrect?
1.) Stamina is an auto power so the proc can only trigger ever 10 seconds. "Procs that are in continuous powers cycle or pulse on once every 10 seconds" -paragonwiki.com
2.) Performance Shifter proc has a 20% chance to proc for +10 endurance
Over a significant time period, you would average 2 endurance every proc chance, which is only 2 endurance every 10 seconds, which is only a 0.2 endurance a second increase (again on average).
Wouldn't it be better to just slot in some 50 Endmod IO's. In stamina, those would give a 0.17 end/s increase. Not quite 0.2, but is markedly cheaper.