What's the big deal with Damage Proc's ?


Airhammer

 

Posted

I have a lot of character built and some of them use different procs of different types. One thing I have never really understood is when I see damage procs in builds that already do damage and people talk about it like its a big deal.

Maybe I am missing something. I have placed damage procs in toggles and i have watched that they rarely go off. Do they have a better chance of firing in a click power? The chances of a lot of the procs I see going off is very small. Wouldnt it be better to just slot more accruacy or recharge or end redux??

Again im not a novice with IO's and sets just dont understand all the damage proc love in attacks


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Posted

Procs in a toggle only have a chance to fire every 10 seconds and do so whether or not there is an enemy in range or not, thus most chances are wasted.

Procs in an attack have a chance every time you fire the attack, and of course, you only do that when you have a target.


 

Posted

Quote:
Originally Posted by Airhammer View Post
I have a lot of character built and some of them use different procs of different types. One thing I have never really understood is when I see damage procs in builds that already do damage and people talk about it like its a big deal.

Maybe I am missing something. I have placed damage procs in toggles and i have watched that they rarely go off. Do they have a better chance of firing in a click power? The chances of a lot of the procs I see going off is very small. Wouldnt it be better to just slot more accruacy or recharge or end redux??

Again im not a novice with IO's and sets just dont understand all the damage proc love in attacks
Depending on the power in question, damage procs may end up providing more damage on average than a damage enhancement in the power. For example, in Caltrops, which does trivial damage, damage procs are hugely more potent than damage enhancements. Likewise in a fast recharging minor damage melee attack. Since damage auras tend to have relatively minor damage per tick, and will be ticking away at your foes for the entire duration of the fight, damage procs can spice up the damage a good bit. Plus, in said auras, recharge is worthless and it's pretty trivial to get all the accuracy and damage enhancement you need, leaving procs the best options.


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Posted

Quote:
Originally Posted by Don_T_Shoot View Post
Procs in a toggle only have a chance to fire every 10 seconds and do so whether or not there is an enemy in range or not, thus most chances are wasted.
So what? How does that alter the chance of the proc going off when an enemy is in range?

I put 2 chance for damage procs in my Rad Defender's Choking Cloud and it went from doing zero damage to being my third most damaging power according to my hero stats log.


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Posted

While everything Don said was true, a lot of people with farming characters (like a Fire/Kin Controller or an Elec/Fire Brute) like to put a ton of damage procs into their damage toggles. They increase the potential damage above the maximum that can be reached through simply slotting damage enhancements, and they tend to be slotted for bonus accuracy and have other ways to compensate for the increased endurance drain (Transference and Consume, for example).

I'm not saying they're right or wrong to slot as such, but it's a pretty popular way to slot up a farm build and when it works, it works well.

Additionally, they allow you more flexible damage output types; if you're playing a Katana/SR Scrapper like mine and all your attacks do lethal damage, and you're fighting... well, anything that's not a Carnie once you've hit level 50, you welcome the occassional spike of Dark damage that comes from your Hecatomb proc.


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Posted

I agree most attacks probably don't need regular Damage Procs. Procs provide random "critical" damage in a way. That's how I look at it.

You don't need that much +acc or +end once you have several sets. If you don't plan on using sets, then I can see how +end and +recharge are better.


Procs works better in pets/ATs that deal less base damage. Mastermind Pets are good for damage proc 'cause if you put in the minions, that's all 3 of them having the chance to proc. I can see procs being better on Defender/Mastermind due to their lower base damage.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Airhammer View Post
Maybe I am missing something. I have placed damage procs in toggles and i have watched that they rarely go off. Do they have a better chance of firing in a click power? The chances of a lot of the procs I see going off is very small. Wouldnt it be better to just slot more accruacy or recharge or end redux??
Procs in toggles only check every 10 seconds, procs in clicks check every time they are clicked.

Once you have enough Acc to hit the enemies you choose to face, and your damage is ED capped (or very close), and you have enough recharge to run your chain of choice, procs are an excellent way to get even more damage.

Think about a proc in Gambler's Cut on a high end Katana build. Your attack chain is going to be GC GD GC SD. So about every 2 seconds there is a chance for that proc to fire.


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Posted

I have procs in my defenders Neutrino Blast. It is a very fast recharging, low damage power and that is the kind of thing that seems ideal for procs to me. It provides lots of chances to have the proc go off and slotting up recharge much is overkill on a little pew-pew power like that.

I would not put damage procs in something like Incinerate because I would rather spend those slots on damage, recharge, acc & endurance so I probably wouldn't have any slot space after pumping all those up.


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Posted

I agree with Glow. They work well on toggles but I particularly enjoy them on those early attacks that you'd always be throwing out anyway, either as filler or to keep yourself occupied until a better power cools down. I love having 2 damage procs in Ice Bolt.


 

Posted

I have either a -recharge proc(i think) in my willpower scrappers one toggle that does -tohit. It procs constantly.


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Posted

Quote:
Originally Posted by Airhammer View Post
Again im not a novice with IO's and sets just dont understand all the damage proc love in attacks
Tenebrous Tentacles with the Clouded Senses, Positron's Blast and Trap of the Hunter procs, plus Night Fall with the Clouded Senses and Positron's Blast procs. Acid Arrow and Disruption Arrow in play, 40% -Res.

71.8 damage per proc.

(71.8 * 5) * 1.4 = 502.6

502.6 potential extra damage per target.

Alternatively, averaging out the damage to account for the 20% chance for each proc to trigger, you end up with 100.52 extra damage per target, per use of TT + NF.

I won't presume to speak for anyone else, but to me, that's plenty of reason to get hot and bothered over damage procs. I spend most of my time playing my TA/Dark, despite having hit 50 at least a year ago, because I can do things like that with damage procs. Extra Accuracy isn't going to give you an extra 100 damage per shot, much less put you anywhere near the neighborhood of 500 extra. Nor will you find it hiding in Endurance Reduction, or Recharge Reduction.


 

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Quote:
Originally Posted by Don_T_Shoot View Post
Procs in a toggle only have a chance to fire every 10 seconds and do so whether or not there is an enemy in range or not, thus most chances are wasted.
"Wasted" is a loaded and misleading term. There isn't a finite number of proc chances in the game. They aren't temporary powers. They don't vanish after X proc triggers. They don't shut down for X cycles if they trigger without any targets in range. They don't impose an additional endurance cost, either, or carry recharge or accuracy penalties. There is no such thing as a "wasted" proc trigger.


 

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I had a fun time running a Brute with Perfect Zinger: Chance For Psi Damage in all of his main attack powers. heh.


 

Posted

I don't recall where the point was...but after so much damage enhancement in an ability (and it was lower than 95%...I want to say 85-88% or more)...the damage proc actually increased your damage about more than adding more +DMG (due to DR)...if I was reading the numbers in mids right.

That said...why do people like procs? You just got damage capped by that all to common Kin! That proc just went off! You just did damage over the damage cap!


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Posted

Airhammer, there are proc/power combinations that make an already good power even much more better. My favorite example is Shriek from Sonic attack (base 3 secs recharge) powered up with an apocalypse dmg proc. Fast recharging, part of a attack chain, resist debuffing, yeah= full win. Every third attack (and in my experience more often) you get that tasty extra-damage. Which is even more enhanced by the - resist component of the sonic attack set. (Mid numbers defenders: Enhanced to cap from 30 base to 60, with apoproc approximatly 95 in average...)

Yeah, I like purple procs very much. Normal procs- it depends. But purple procs are so good, it´s a nonbrainer if your build and your inf can handle it. (sometimes a proc just doesn´t fit in a power, cause you need other bonuses much more).


 

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Quote:
Originally Posted by Luminara View Post
"Wasted" is a loaded and misleading term. There isn't a finite number of proc chances in the game. They aren't temporary powers. They don't vanish after X proc triggers. They don't shut down for X cycles if they trigger without any targets in range. They don't impose an additional endurance cost, either, or carry recharge or accuracy penalties. There is no such thing as a "wasted" proc trigger.

Fair enough, that was the wrong word to use there. I'm all for using damage procs just about everywhere they fit.


 

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Quote:
Originally Posted by BrandX View Post
I don't recall where the point was...but after so much damage enhancement in an ability (and it was lower than 95%...I want to say 85-88% or more)...the damage proc actually increased your damage about more than adding more +DMG (due to DR)...if I was reading the numbers in mids right.
Prior to the last vigilance change, for defender rad blast, that point was at 0%. It's nowhere near as predictable as standard slotting, but watching Neutrino Bolt proc off half the health of a +1 LT is priceless.


 

Posted

Putting the chance for smashing damage epic hold proc in Dominate was probably the best thing I ever did for Peacemoon.

I am now working out my new build, which will easily contain an Apoclapyse chance for damage in mesmerize.

Can't wait. :-)


 

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Quote:
Originally Posted by Ang_Rui_Shen View Post
I had a fun time running a Brute with Perfect Zinger: Chance For Psi Damage in all of his main attack powers. heh.
Plus slotting it in Taunt for tankers (and brutes) turns Taunt into a spammable AoE attack which costs no endurance

Ive also put a couple of Procs in my Grav/Storm AoE immobilise for fun. One is the damage Trap of the Hunter and the other is the chance to hold Gravitational Anchor one. Those with Accuracy and Endurance Reduction turn that attack into something very spammable to!


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Quote:
Originally Posted by Tired Angel View Post
Plus slotting it in Taunt for tankers (and brutes) turns Taunt into a spammable AoE attack which costs no endurance

Ive also put a couple of Procs in my Grav/Storm AoE immobilise for fun. One is the damage Trap of the Hunter and the other is the chance to hold Gravitational Anchor one. Those with Accuracy and Endurance Reduction turn that attack into something very spammable to!
I fully reccomend Ragnarok: Chance for Knockdown, in Crushing Field. Since Gravity is one of the only sets to have a spammable AoE Immobilize without knockback protection, it works wonders.


 

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Quote:
Originally Posted by Luminara View Post
Tenebrous Tentacles with the Clouded Senses, Positron's Blast and Trap of the Hunter procs, plus Night Fall with the Clouded Senses and Positron's Blast procs. Acid Arrow and Disruption Arrow in play, 40% -Res.

71.8 damage per proc.

(71.8 * 5) * 1.4 = 502.6

502.6 potential extra damage per target.

Alternatively, averaging out the damage to account for the 20% chance for each proc to trigger, you end up with 100.52 extra damage per target, per use of TT + NF.

I won't presume to speak for anyone else, but to me, that's plenty of reason to get hot and bothered over damage procs. I spend most of my time playing my TA/Dark, despite having hit 50 at least a year ago, because I can do things like that with damage procs. Extra Accuracy isn't going to give you an extra 100 damage per shot, much less put you anywhere near the neighborhood of 500 extra. Nor will you find it hiding in Endurance Reduction, or Recharge Reduction.
Yeah, half of the fun with those damage procs is to customize your toon. I put Clouded Sense in Lich and every time it procs, it's like "critical" damage for him because he is a "boss pet" and his proc damage is almost as high damage as his Dark Blast. I love it!

Now I wish they could have allowed Grave Knights to take Accurate Tohit Debuff. They should! That will complete my Necro build!


I think procs in Defender makes a lot of sense because their base damage is so low. The only debate is should I get damage procs or complete a full set to get +defense (mostly Ranged def). Decision, decision, decision!


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Peacemoon View Post
I fully reccomend Ragnarok: Chance for Knockdown, in Crushing Field. Since Gravity is one of the only sets to have a spammable AoE Immobilize without knockback protection, it works wonders.
I have thought that but I wanted the Ragnarok set for Fireball so I have it in there


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Originally Posted by Zwillinger View Post
Quote:
16. Has Paragon Studios redefined "player" to require your mouse to subscribe separately from your keyboard?
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Posted

Quote:
Originally Posted by Novawulfe View Post
I totally forgot about procs in my lastest and easily favorite toon now. I feel so dumb... XD But one question, if the power it's self misses, does the proc still have a chance to hit?
No


 

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Quote:
Originally Posted by Tired Angel View Post
I have thought that but I wanted the Ragnarok set for Fireball so I have it in there
Ragnarok is spectacular for a wide variety of uses. I'm sort of addicted to it in caltrops. That right there is pure lulz.

It also makes any of your rain powers do more damage as the enemy has a bit more difficult time running out of the area.

It is a wonderful proc.


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