Damage Procs and AoEs.
I have two questions about that.
1) Do damage procs go through the (10 second recharge) thing? So once it fires off it needs 10 seconds to recharge for a chance to fire off again? |
2) If a damage proc fires off in an AoE power, will all affected targets get the effect of it, or just a random single target? |
I'm just asking this to see if putting damage procs in powers like Sleet/Ice Storm/Freezing Rain/Blizzard is a good idea or not. |
I have three damage procs slotted in Tenebrous Tentacles on my TA/Dark defender. It's extremely worthwhile in that power because it has low base damage and takes a comparatively long time to deal that damage. However, I only have two procs in Night Fall on that same character, and have the other four slots dedicated to damage, accuracy, endurance and recharge, because adding one more proc would not compensate for the increased recharge time/endurance usage or reduced damage output.
This is all irrelevant, though, because the powers you're asking about are all subject to the 10s rule. They will only check for proc activation once every 10s while active. But targeted AoEs, PBAoEs and cones with immediate effects, such as Neutron Bomb, Irradiate or Tenebrous Tentacles work as I describe above, procs can check as often as you can get the power to activate again.
1.- That 'rule' just applies to procs slotted in toggles and certain location pseudopets like Freezing Rain and Caltrops
2.- Each target will have an individual check for the proc to go off
1) The once-per-10-seconds applies to toggled powers (both pbaoe auras like Quills or Cloak of Fear, and 'anchor' debuffs like Darkest Night or Snow Storm), and also to "patch" style powers with a duration (rain of fire, tar patch, ignite, etc). So yeah, it'd apply to the powers you mention.
e.g. I believe Ice Storm lasts 15 seconds, and so gets two proc chances: one when you first fire the power, then again 10 seconds into its duration.
2) The chance to proc is checked and applied separately for each target caught in the aoe. So if you caught 6 enemies in the aoe, anywhere from 0 to 6 of them could get hit with the proc.
Generally, the powers you mention get decent mileage out of having a proc or two in them
Gotcha. Thanks all for the replies. Much appreciated.
so I assume this applies to all procs in toggle powers?
my elec/elec tanker just found a chance to disorient which I put into my toggle damage shield. So that can just trigger every 10 seconds?
Yes, it will trigger every 10 seconds, with a separate chance to proc on each foe within the radius when the proc pulse hits.
http://www.fimfiction.net/story/36641/My-Little-Exalt
What a conveniently timed thread!
I'm just now considering IO sets for my new Traps MM and am looking at ways to put a little more pizzazz into the Acid Mortar and the Caltrops. As an MM I've got slots to spare, and I was wondering what the effect would be of stuffing these two powers full of procs.
From the answers already given, it looks like the procs would fire when activated and then every 10 seconds thereafter, so long as the Caltrops and/or Mortar hung around. Yes?
What happens if an enemy enters into the AoE after the power is planted? Do the procs have a chance of affecting them immediately, or will they wait until the next 10-second instance?
Also, for you proc-familiar folks, which do you recommend- basic damage or the various status-affecting procs?
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From the answers already given, it looks like the procs would fire when activated and then every 10 seconds thereafter, so long as the Caltrops and/or Mortar hung around. Yes?
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Wait until the next 10-second instance
http://www.fimfiction.net/story/36641/My-Little-Exalt
What a conveniently timed thread!
I'm just now considering IO sets for my new Traps MM and am looking at ways to put a little more pizzazz into the Acid Mortar and the Caltrops. As an MM I've got slots to spare, and I was wondering what the effect would be of stuffing these two powers full of procs. From the answers already given, it looks like the procs would fire when activated and then every 10 seconds thereafter, so long as the Caltrops and/or Mortar hung around. Yes? What happens if an enemy enters into the AoE after the power is planted? Do the procs have a chance of affecting them immediately, or will they wait until the next 10-second instance? Also, for you proc-familiar folks, which do you recommend- basic damage or the various status-affecting procs? |
so I assume this applies to all procs in toggle powers?
my elec/elec tanker just found a chance to disorient which I put into my toggle damage shield. So that can just trigger every 10 seconds? |
Just an FYI.
Which "chance to disorient" proc is it?
Be warned that if it's the "Triumphant Insult: Chance to Disorient" proc from the taunt io sets that particular proc DOES NOT WORK.
It NEVER fires (and even if it did it's only a mag-1 stun which won't even stun minions by itself - it has to stack with some other stun effect. which is moot since it doesn't work.)
Edit: removed some extraneous info about pounding slugfest since that can't go into a damage aura.
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SO, a -res prog in FR would try 4 different times during the span of the cast? Once at the start, then 10, then 20, then at the end? Is that how it works? Is that conformend? Cause, that could possible change how i slot some stuff if that's the case...
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Note that FR only lasts 15 seconds, and thus would check twice. (Cast, 10 seconds, ends before 20 seconds).
Generally there are big differences in how "rains" work vs regular click-type targeted AoEs (like Fireball). Click AoE powers would get a single check on each opponent in the area (capped at the max target limit, which is typically either 16 or 10) each time you use the power. Fast-recharging ones might get more chances than once every 10 seconds, and thus proc more often than the rains.
Note that foes generally try to move out of the rains, too -- you may often see all enemies run out of rains without slows or knockdown (like Rain of Fire) before ten seconds elapse and it checks again.
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On my fire/kin I have two procs in fire cages. Because it does not have a great damage anyway and it recharges fast. I have two regular procs and a purple proc in cinders. They are all from hold sets so I can frankenslot some acc/hold/recharge in the other three slots, get a couple set bonuses, and now my AOE hold is an almost reliable damage power. It has 58% chance of doing at least minor damage. And in the cases were a couple procs hit (especially the more powerful purple proc) I have a nice start on defeating the mobs. Maybe I could take out a proc and put in a little more recharge or end, but i get almost up to the ED cap on acc and hold just in the other three slots. Whats not to love.
Dug,
Just an FYI. Which "chance to disorient" proc is it? Be warned that if it's the "Triumphant Insult: Chance to Disorient" proc from the taunt io sets that particular proc DOES NOT WORK. It NEVER fires (and even if it did it's only a mag-1 stun which won't even stun minions by itself - it has to stack with some other stun effect. which is moot since it doesn't work.) Edit: removed some extraneous info about pounding slugfest since that can't go into a damage aura. |
I believe it is energy manipulator, end mod set
I have two questions about that.
1) Do damage procs go through the (10 second recharge) thing? So once it fires off it needs 10 seconds to recharge for a chance to fire off again?
2) If a damage proc fires off in an AoE power, will all affected targets get the effect of it, or just a random single target?
I'm just asking this to see if putting damage procs in powers like Sleet/Ice Storm/Freezing Rain/Blizzard is a good idea or not.
Thanks in advance