help on effectiveness of IOs, Force Feedback and Decimation
1) What would be the average effect of slotting 3 FF procs, one each in my attacks, given that I cycle thruogh those attacks every five or seconds? On average, how would that improve my average global recharge over time?
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10% chance of 100% recharge improovement for 5 seconds is on average equal to (maybe) 100% chance of 10% recharge improvement for 5 seconds (although its obviously a lot more bursty.)
Therefor, assuming I use each of the three procced powers every 5 seconds, I should notice an overall boot of around 30% global recharge on average, continously.
If I only used 2 of the 3, that would be an average of 20% extra global recharge.
Applying the same (possibly incorrect logic) to the Decimation proc, a 5% chance of 100% damage boost is equal to a 100% chance of a 5% damage boost (although again, a lot mroe bursty). So I would be comparing the value of an extra 10% global recharge to an extra 5% damage, roughly speaking.
How incorrect is this?
For Great Justice!
1) What would be the average effect of slotting 3 FF procs, one each in my attacks, given that I cycle thruogh those attacks every five or seconds? On average, how would that improve my average global recharge over time?
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Best case scenario, you're averaging another 5% in recharge.
Same, sadly.
3) Is it worth it to consider slotting 2 FF procs and one Decimation proc, or would I be better off with 3 FF procs?
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4) If the Decimation proc goes off, does it include the attack it is slotted into for the purposes of boosting damage, or does it only affect the NEXT attack I do?
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Hope that helps
The Melee Teaming Guide for Melee Mans
OK, well that sucks, but oh well, had to check it out.
So what I am hearing (I guess) is due to suppression and what not, if I am rotating 3 quick attacks I should probably but a different proc into each (if at all).
So basically another 5% average recharge, another 5% damage, it basically seems almost pointless to even care.
I guess I will *maybe* throw a FF proc in power if I get a throwaway slot, although I had been considering moving slots to get what I was thinking was closer to 30% - not so much now. Same for the BU.
The only proc I have found that seems to be worth a crap is the Perf Shifter I have in Stam - that thing def helps out the end.
OK, so procs (apart from PerfShift) still suck as much as I thought. KK.
For Great Justice!
Putting the chance for smashing damage proc in your faster recharging/animating ST attacks wouldn't be a waste if you've got the slots. Damage procs are better in powers you can spam.
The Melee Teaming Guide for Melee Mans
Back when I did the work for the DPS threads in the scrapper forum, I found that the Chance for Buildup Procs added about the same damage over time as one of the damage procs from, say, Mako's Bite set which has a 20% chance of 71.8 damage. So while I have taken the Gaussian CFBU out of followup these days on my claws scrapper, I still have the decimation CFBU in focus.
Be well, people of CoH.
I have a NRG/NRG blaster that is focused on long range attacks. He currently has a global recharge of 117.5% and a global damage of 21%. He is level 35 right now, and as most of my character are, will be retired once he hits 50. I will post his build below.
My attack chain is three powers: Power Burst, Bolt, and Blast, cycled over and over again. Even though it's only three powers, with my glbal recharge it works. I have each of them filled with 5 Devastations.
I am considering adding a sixth slot to each. Damage is already up to near 100%, Acc is fine, Recharge with all the global recharge I have is not an issue. So I am looking at procs.
There are two procs I am considering. Decimation, 5% chance of BuildUp, of which I would only be able to slot one because it is Unique, and Force Feedback, 10% chance of +100% recharge for 5 Seconds.
Here are my questions.
1) What would be the average effect of slotting 3 FF procs, one each in my attacks, given that I cycle thruogh those attacks every five or seconds? On average, how would that improve my average global recharge over time?
2) What would be the above effect with only 2 FF procs?
3) Is it worth it to consider slotting 2 FF procs and one Decimation proc, or would I be better off with 3 FF procs?
4) If the Decimation proc goes off, does it include the attack it is slotted into for the purposes of boosting damage, or does it only affect the NEXT attack I do?
Thanks, any advice, guidance, and math assistance would be greatly appreciated.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Power Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Decim-Build%(19)
Level 1: Power Thrust -- Acc-I(A)
Level 2: Power Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(15), Dev'n-Dmg/Rchg(15), Dev'n-Acc/Dmg/Rchg(25), Dev'n-Acc/Dmg/EndRdx/Rchg(31), FrcFbk-Rechg%(31)
Level 4: Build Up -- AdjTgt-ToHit(A), AdjTgt-Rchg(5), AdjTgt-ToHit/Rchg(5)
Level 6: Power Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(11), FrcFbk-Rechg%(19)
Level 8: Hover -- Krma-ResKB(A), LkGmblr-Rchg+(25)
Level 10: Hurdle -- Jump-I(A)
Level 12: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(13), AdjTgt-Rchg(13)
Level 14: Fly -- Frbd-Stlth(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17), RechRdx-I(43), RechRdx-I(46)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
Level 20: Stamina -- P'Shift-End%(A), EndMod-I(21), EndMod-I(21), EndMod-I(23)
Level 22: Sniper Blast -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(27), Mantic-Acc/ActRdx/Rng(27), Mantic-Dmg/ActRdx/Rchg(29), Mantic-Dmg/EndRdx/Rchg(29)
Level 24: Stealth -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(31), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(36), RedFtn-Def(36), RedFtn-EndRdx(36)
Level 26: Grant Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(37), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(37), RedFtn-Def(40), RedFtn-EndRdx(40)
Level 28: Power Boost -- EndRdx-I(A)
Level 30: Invisibility -- LkGmblr-Rchg+(A)
Level 32: Nova -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Sciroc-Dmg/Rchg(34)
Level 35: Boost Range -- EndRdx-I(A)
Level 38: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
Level 41: Flash Freeze -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(42), CSndmn-Acc/EndRdx(42), CSndmn-Sleep/Rng(42), CSndmn-Acc/Sleep/Rchg(43), Sleep-I(43)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Hoarfrost -- Dct'dW-Rchg(A), Dct'dW-Heal(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-EndRdx/Rchg(50)
Level 49: Hibernate -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 2: Ninja Run
For Great Justice!