Procs in Damage Aura?


Dromio

 

Posted

Howdy Tanker Forumites:

Working on my 1st Tanker, a level 39 Dark/Fire, and have had nice success running at -1/6 with Common IO's and some inexpensive sets shooting for +HPs where possible. I did use 240 merits for the totally unavailable Theft of Essence +end proc for Dark Regen.

I've got Death Shroud slotted with 3 EndRedux and an Accuracy and was thinking about dropping in some damage Procs.

Build is below if any thoughts.

I have the cash to do massive IO stuff but I'm kind of the mind to run common IO's for now and maybe in the future invest in a few sets. The only planned IO is the Performance Shifter +end soon.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 40 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Hero Profile:
Level 1: Dark Embrace -- EndRdx-I(A), ResDam-I(3), ResDam-I(3), ResDam-I(19)
Level 1: Scorch -- Acc-I(A), Dmg-I(5), Dmg-I(13), Dmg-I(19), EndRdx-I(33)
Level 2: Death Shroud -- EndRdx-I(A), EndRdx-I(7), EndRdx-I(17), Acc-I(33)
Level 4: Fire Sword -- Acc-I(A), Dmg-I(5), Dmg-I(13), Dmg-I(33), EndRdx-I(34)
Level 6: Obsidian Shield -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/EndRdx(7)
Level 8: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Rchg(9), Theft-Acc/Heal(9), RechRdx-I(25), Acc-I(34), EndRdx-I(34)
Level 10: Combustion -- Acc-I(A), Dmg-I(11), Dmg-I(11), Dmg-I(17), EndRdx-I(31), EndRdx-I(36)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Heal-I(A), Heal-I(15), Heal-I(15)
Level 16: Combat Jumping -- EndRdx-I(A)
Level 18: Taunt -- Taunt-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Murky Cloud -- EndRdx-I(A), ResDam-I(23), ResDam-I(23), ResDam-I(25)
Level 24: Super Jump -- Jump-I(A)
Level 26: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27)
Level 28: Fire Sword Circle -- Acc-I(A), Dmg-I(29), Dmg-I(29), Dmg-I(37), EndRdx-I(37), EndRdx-I(37)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Build Up -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 35: Soul Transfer -- RechRdx-I(A)
Level 38: Greater Fire Sword -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx/Rchg(39), S'ngH'mkr-Dmg/Rchg(39), EndRdx-I(39)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
------------


Set Bonus Totals:

  • 1.8% Max End
  • 56.2 HP (3%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 2.2%
  • 4% (0.07 End/sec) Recovery
  • 10% (0.78 HP/sec) Regeneration


Noght 50 Scrapper Broadsword/Invulnerability
Fire Umbra 50 Brute Dark Melee/Fire Aura
Impulse Cry 50 Blaster Sonic/Energy
Internist 50 Mastermind Poison/Thugs
Ice Omega 50 Corrupter Ice/Radiation
Prickly Heat 50 Dominator Plant/Fire
Champion Server

 

Posted

Procs in toggles like damage auras only have a chance to go off once every ten seconds. At level 50, a damage proc does 72 damage. With a 20% chance to go off, on average that's 14.4 damage per proc every ten seconds.

In ten seconds, death shroud will pulse 5 times for (at level 50) 44.5 damage. So adding one damage SO will increase its damage by 44.5 * 0.33 = 14.7 damage over ten seconds.

So if you're looking to increase the damage that your aura does, plain old damage SOs/IOs are just as effective as procs, and are far cheaper. Additionally, they increase damage for each pulse instead of procing once every ten seconds, and they don't rely on a percentage chance to go off, so they're more reliable.

On a side note, 3 end in death shroud is kinda overkill. The first two save you something like .21 end/s, but the third only adds another .045 or so. Drop one and you've got room for 3 damage, which will really help if you're running missions with lots of weak foes.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

or frankenslot it to maximize enhancement of damage, end and acc.

Personally, I agree with only using common IOs til you figure out where you want to go with your build. Although, I would look more for +end than +hp for bonuses at this point.


Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.

 

Posted

Quote:
Originally Posted by Muon_Neutrino View Post
Procs in toggles like damage auras only have a chance to go off once every ten seconds. At level 50, a damage proc does 72 damage. With a 20% chance to go off, on average that's 14.4 damage per proc every ten seconds.

In ten seconds, death shroud will pulse 5 times for (at level 50) 44.5 damage. So adding one damage SO will increase its damage by 44.5 * 0.33 = 14.7 damage over ten seconds.

So if you're looking to increase the damage that your aura does, plain old damage SOs/IOs are just as effective as procs, and are far cheaper. Additionally, they increase damage for each pulse instead of procing once every ten seconds, and they don't rely on a percentage chance to go off, so they're more reliable.
This is true ... until you hit the ED cap. Once you've reached the ED cap, you get better returns by adding the damage proc on top of everything else instead of merely more damage SO/IO stacking.

You're also neglecting to consider the value of damage spikes in reducing not only the amount of damage you need to do, but the number of attacks required to deliver that damage. Every time a damage proc takes effect is the equivalent to 16 seconds worth of damage aura duration. This can dramatically hasten the defeat of hostiles. It's effectively a 20% chance for a "critical hit" every 10 seconds ... which is nothing to sneeze at when your enhanced damage is already in ED cap range (particularly on a Tanker).


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Muon_Neutrino View Post
So if you're looking to increase the damage that your aura does, plain old damage SOs/IOs are just as effective as procs, and are far cheaper. Additionally, they increase damage for each pulse instead of procing once every ten seconds, and they don't rely on a percentage chance to go off, so they're more reliable.
Yes, *BUT*:
1) Once you hit ED limits, adding more damage enhancements is pointless. Procs will still add more damage, ignoring ED.
2) Some of your auras do no damage at all, but can still take procs that inflict damage.

My dark armor tank has 3 damage procs slotted.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by Redlynne View Post
This is true ... until you hit the ED cap. Once you've reached the ED cap, you get better returns by adding the damage proc on top of everything else instead of merely more damage SO/IO stacking.

You're also neglecting to consider the value of damage spikes in reducing not only the amount of damage you need to do, but the number of attacks required to deliver that damage. Every time a damage proc takes effect is the equivalent to 16 seconds worth of damage aura duration. This can dramatically hasten the defeat of hostiles. It's effectively a 20% chance for a "critical hit" every 10 seconds ... which is nothing to sneeze at when your enhanced damage is already in ED cap range (particularly on a Tanker).
I also think that when you jump into a group the first tic of the damage aura is one that might trigger the proc, which means that it has a commensurately larger chance of hitting at least one foe. It also means that you can front load a good chunk of damage based on the number of procs.

I would add that out of thousands of signatures on the many boards I frequent "Verbogeny is one of many pleasurettes afforded a creatific thinkerizer" is the first one I have ever commented positively on in a post. Spectacularifically done.


 

Posted

Quote:
Originally Posted by Dromio View Post
It also means that you can front load a good chunk of damage based on the number of procs.
Front loading damage via an aura is ALWAYS a good thing ... because that's damage your teammates won't have to do, which speeds up everything.

Quote:
Originally Posted by Dromio View Post
I would add that out of thousands of signatures on the many boards I frequent "Verbogeny is one of many pleasurettes afforded a creatific thinkerizer" is the first one I have ever commented positively on in a post. Spectacularifically done.

We make every pretense of competency around here.


It's the end. But the moment has been prepared for ...

 

Posted

Just dinged 40 and followed the advice of slotting Damage IO's in Death Shroud. It's working great.

Planned build to 50. Thinking about dropping Oppressive Gloom/Cloak of Darkness and fit in Boxing/Tough. Also planning on dropping a Dam/End into the PBAoE after I get Physical Perfection and the the +end Procs slotted.

Thanks for the advice everyone.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- EndRdx-I(A), ResDam-I(3), ResDam-I(3), ResDam-I(19)
Level 1: Scorch -- Acc-I(A), Dmg-I(5), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(33), S'ngH'mkr-Dmg/EndRdx(50)
Level 2: Death Shroud -- EndRdx-I(A), EndRdx-I(7), Dmg-I(17), Acc-I(33), Dmg-I(40), Dmg-I(40)
Level 4: Fire Sword -- Acc-I(A), Dmg-I(5), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(34), S'ngH'mkr-Dmg/EndRdx(50)
Level 6: Obsidian Shield -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/EndRdx(7)
Level 8: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Rchg(9), Theft-Acc/Heal(9), RechRdx-I(25), Acc-I(34), EndRdx-I(34)
Level 10: Combustion -- Erad-Dmg(A), Erad-Acc/Rchg(11), Erad-Dmg/Rchg(11), Erad-Acc/Dmg/Rchg(17), EndRdx-I(31), EndRdx-I(36)
Level 12: Swift -- Run-I(A), Run-I(50)
Level 14: Health -- Heal-I(A), Heal-I(15), Heal-I(15), Numna-Regen/Rcvry+(43)
Level 16: Combat Jumping -- EndRdx-I(A)
Level 18: Taunt -- Taunt-I(A), Range-I(46)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), P'Shift-End%(43)
Level 22: Murky Cloud -- EndRdx-I(A), ResDam-I(23), ResDam-I(23), ResDam-I(25)
Level 24: Super Jump -- Jump-I(A)
Level 26: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Dsrnt-I(43)
Level 28: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Rchg(29), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(37), EndRdx-I(37), EndRdx-I(37)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Build Up -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 35: Soul Transfer -- RechRdx-I(A)
Level 38: Greater Fire Sword -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx/Rchg(39), S'ngH'mkr-Dmg/Rchg(39), EndRdx-I(39), Acc-I(40), Dmg-I(42)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(45), Ruin-Dmg/EndRdx(45), Ruin-Dmg/Rchg(46), Ruin-Acc/Dmg/Rchg(46)
Level 47: Physical Perfection -- Heal-I(A), Heal-I(48), EndMod-I(48), EndMod-I(48)
Level 49: Cloak of Darkness -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
------------

Set Bonus Totals:

  • 6.25% Defense(Energy)
  • 6.25% Defense(Negative)
  • 3.13% Defense(Ranged)
  • 5.4% Max End
  • 260 HP (13.9%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 8.8%
  • MezResist(Terrorized) 1.65%
  • 4% (0.07 End/sec) Recovery
  • 22% (1.72 HP/sec) Regeneration


Noght 50 Scrapper Broadsword/Invulnerability
Fire Umbra 50 Brute Dark Melee/Fire Aura
Impulse Cry 50 Blaster Sonic/Energy
Internist 50 Mastermind Poison/Thugs
Ice Omega 50 Corrupter Ice/Radiation
Prickly Heat 50 Dominator Plant/Fire
Champion Server