Jolting Chain + Force Feedback:Recharge


AllYourBase

 

Posted

Has someone tested this combination? I'm thinking the combination of a quick-recharging multi-target attack would do wonders for this proc and, since if it goes off JC's recharge shrinks to just under the proc's duration, it could theoretically be sustainable. At level 6.

The only problem I see is the pseudo-pet nature of the power. Will the proc activate in JC?


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Posted

Theoretically the proc should activate but regardless it won't ever be sustainable. Force Feedback: Chance for +Recharge has a period of suppression between firings for exactly that reason. So even if you fired Jolting Chains off constantly the proc would only trigger a certain amount of time. It's all spelled out on ParagonWiki. Just check out the page for the proc.


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Posted

I knew it couldn't be that easy. I didn't know about the suppression time after it wears off. That's what, ten seconds of suppression? Curses, foiled again!


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Posted

Quote:
Originally Posted by Timeshadow View Post
Theoretically the proc should activate but regardless it won't ever be sustainable. Force Feedback: Chance for +Recharge has a period of suppression between firings for exactly that reason. So even if you fired Jolting Chains off constantly the proc would only trigger a certain amount of time. It's all spelled out on ParagonWiki. Just check out the page for the proc.
I was under the same impression as you about how the proc behaves until I was corrected. This thread discusses the FF proc:

http://boards.cityofheroes.com/showt...force+feedback

If you guys test this I am interested to hear if the proc effects the caster. Jolting Chain definetly seems like a great candidate for being a proc mule.


 

Posted

Thank you for pointing that out. I will test that tonight. Just need to update test and strip one of my characters for it. Will post with results.


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Posted

Quote:
Originally Posted by AllYourBase View Post
Thank you for pointing that out. I will test that tonight. Just need to update test and strip one of my characters for it. Will post with results.
No problem. Credit goes to brophog actually who point the thread out for my edification.

Thanks for testing this


 

Posted

Confound it all...the transfer-to-test tool is currently borked. When it gets back up and running I'll test this, but I'm not willing to rob a character on live for this just yet. And, I'm waiting til the markets die down before I buy something so expensive. It's a good time for flipping, though XD.


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Posted

I'm running this on live atm.

Chance only seems to be to proc when you initially throw the power out there, I havnt seen it proc for me on any jumps yet at all, and I was running it for about levels so far.

Which makes it alright if you only have this as a knockdown power. but i'm /earth so theres better palces for me to put it.


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Posted

Quote:
Originally Posted by Mega_Jamie View Post
I'm running this on live atm.

Chance only seems to be to proc when you initially throw the power out there, I havnt seen it proc for me on any jumps yet at all, and I was running it for about levels so far.

Which makes it alright if you only have this as a knockdown power. but i'm /earth so theres better palces for me to put it.
This is what I'd expect to be honest for two reasons. First the delay between jumps gives the 10 second suppression time to kick in. Second the invisible pseudopets which are responsible for the chaining mean they are the "caster" for the jumps so they'd get any recharge bonus.

So as Jamie says it's ok in terms of it being in a fast recharging single target knockdown, but you may have better options in your secondary (Earth and Energy certainly do anyway).


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
This is what I'd expect to be honest for two reasons. First the delay between jumps gives the 10 second suppression time to kick in. Second the invisible pseudopets which are responsible for the chaining mean they are the "caster" for the jumps so they'd get any recharge bonus.

So as Jamie says it's ok in terms of it being in a fast recharging single target knockdown, but you may have better options in your secondary (Earth and Energy certainly do anyway).
Actually, as far as I know, NO procs work with the Jumps. I havn't had a chance to test it, but I know Chain Induction was bugged so that procs never go off on additional Jumps. I assume Jolting Chain is the same.


 

Posted

Quote:
Originally Posted by Candlestick View Post
Actually, as far as I know, NO procs work with the Jumps. I havn't had a chance to test it, but I know Chain Induction was bugged so that procs never go off on additional Jumps. I assume Jolting Chain is the same.
I thought that was fixed a while back? Procs used to override the Jump for some reason but I thought nowadays Procs filtered down through Pseudopets correctly (as they do now with Carrion Creepers for example).


 

Posted

Quote:
Originally Posted by Candlestick View Post
Actually, as far as I know, NO procs work with the Jumps. I havn't had a chance to test it, but I know Chain Induction was bugged so that procs never go off on additional Jumps. I assume Jolting Chain is the same.
I confirmed while in beta that at least the chance to disorient proc was being passed down through the chain.


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
First the delay between jumps gives the 10 second suppression time to kick in.
Take a look at the post I cross referenced. It looks like they have done away with the suppression all together

Quote:
Originally Posted by Candlestick View Post
Actually, as far as I know, NO procs work with the Jumps. I havn't had a chance to test it, but I know Chain Induction was bugged so that procs never go off on additional Jumps. I assume Jolting Chain is the same.
I can confirm that the GS preorder IOs work without breaking the chain, but I personally wouldn't assume all other damage procs work the same without glitch. Its highly probable that they do work though.


 

Posted

Quote:
Originally Posted by saltyhero13 View Post
Take a look at the post I cross referenced. It looks like they have done away with the suppression all together
Really? This is very interesting so. In that case i'd slot it in Jolting anyway, since it's so quick and you reuse it a lot and any other AOE knockback powers you might have and use a lot.

But then again I'm a bit of a junkie for that PROC.


 

Posted

If it works the way I assume it works: as in, it summons a pet... then no, the FF proc will not buff you.

It will trigger and apply to the pet that is summoned, which in this case gives no benefit.

The disorient chance would make sense if it does work.


 

Posted

Quote:
Originally Posted by Mega_Jamie View Post
I'm running this on live atm.

Chance only seems to be to proc when you initially throw the power out there, I havnt seen it proc for me on any jumps yet at all, and I was running it for about levels so far.

Which makes it alright if you only have this as a knockdown power. but i'm /earth so theres better palces for me to put it.
This is what I was initially wondering: Whether or not it would proc correctly through the pseudo pet. Either way, this is the best place I could put it as an Elec/Elec until Thunder Strike.

Thanks, Jamie for reporting on this. I hope to have different results.

And I must point out one flaw in my original supposition: The FF proc bottoms out at level 21, so I still couldn't have this setup until at least my late teens, instead of when the power gets its first slots, 7. Still a neat idea, though.

I just wish Thunder Strike did knockdown instead of knockback.


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Posted

Best place for this on a controller is in Psi Tornado, the proc checks once on all the mobs in the group.... Mine hits almost every time I use it, and that alone recharges my tornado to be used again.


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Posted

Quote:
Originally Posted by Candlestick View Post
Actually, as far as I know, NO procs work with the Jumps. I havn't had a chance to test it, but I know Chain Induction was bugged so that procs never go off on additional Jumps. I assume Jolting Chain is the same.
I can confirm that Chain Induction at least was fixed a while back. I have the Kinetic Combat: Chance for Knockdown proc slotted there for my elec/elec scrapper and its fun seeing enemies randomly get knocked down as the chain jumps around. Very nice for additional mitigation.

If procs are viable for Jolting Chain on each jump, then this power is going to be a must have for anyone who didn't already think it was.


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Posted

Quote:
Originally Posted by Donna_ View Post
Best place for this on a controller is in Psi Tornado, the proc checks once on all the mobs in the group.... Mine hits almost every time I use it, and that alone recharges my tornado to be used again.
I was hoping Psi Tornado worked that way. I have a Mind/Psi I'm leveling now in Praetoria and I was planning on giving her Psi Tornado with FF proc slotted.


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Posted

I think that Jolting Chain will work fine with procs that affect the target of a power, since for each jump, the target is an enemy. I don't think that it will work with procs that affect the caster of a power, since for each jump after the first, the caster is a momentary pseudopet that casts the jump and then disappears. So, yes to damage/stun/etc procs, but no to Force Feedback.

Incidentally, the Performance Shifter proc will work - it'll give each jump a chance to grant 10 endurance to its target. Performance Shifter, you so crazy.


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Posted

I can say for certain that the explosive strike kb dmg proc fires on jumps. Skipping or hitting back-to-back. It's quite nice when you hit a large group with it.


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Posted

As with Chain Induction I would expect damage and KB procs to be working on the jumps, as we've said, we'll only see the effect if it effects the enemy, as anything else must feedback to the pseduopet.


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