What's the big deal with Damage Proc's ?
Actually I would say damage aura's or other toggles are one of the worst places to slot procs since they only have a chance to go off every 10 seconds. There are some exceptions such as proc'ing out Hot Feet on a Fire/Kin since slotting damage enhancements wouldn't matter with Fulcrum Shift.
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The point depends on the particular power being used, obviously. A damage enhancement in Scrapper Headsplitter means a heck of a lot more than a damage enhancement Defender Neutrino Bolt, but (except for how often they get fired) a damage proc means the same thing in either one. Thus, damage procs are really nice in quick recharging filler powers like Neutrino Bolt or Gambler's Cut, or in damage fields, aura or otherwise, like Blazing Aura or Caltrops. They're probably not optimal for slow recharging heavy hitting powers, though. Damage proc in Nova = somebody's not quite clear on the concept.
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You're setup fine in all the other areas of the power and havethat 6th slot available...that damage proc may be okay.
Comes down to build.
Always fun to put in AOE attacks though
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Never had a build that had free slots like that - if a power has all the enhancements it can properly use in 5 slots, there's certainly a power somewhere else that can use another slot better than putting a proc in Headsplitter or Greater Fire Sword. That said, you might want it anyway to complete a set - but just for its effects, I can't see it.
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Plus if you Frakenslot powers rather than going whole sets for bonuses you can usually have slots spare for Procs.
Tar Patch and Fearsome Stare have no damage components.
And yet, because of procs, I can keep spamming those two powers and kill off a spawn of 10 foes.
For the low-damage ATs that have AoE-over-time powers, damage procs are delicious.
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Question: Does a damage proc slotted in say, Fiery Aura proc every 10 seconds, or every time the aura "attacks"?
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I have a widow built with +45% damage, and she has full damage in all her attacks. I had lots of extra slots, so I put 2 procs in each of her single target attacks. Not only does this grant some negative damage (which is useful for avoiding some resistances), but this ups her damage quite nice when I have two procs per attack going off, and all her attacks only have animations about one second long.
My Dom also has a proc in her Mud Pots. It does far more damage than a normal tic, so every once in a while I get a huge extra damage spike on people I'm standing near.
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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 |
Let's look at a fairly typical level 1 blast on a level 50 Blaster. Ice Bolt does
62.6 points of damage unenhanced, so roughly twice that near the ED soft "maximum. A standard damage proc does 71.8 damage 20% of the time (to critters). That's an average of +14.4 damage per attack, which is about a 12% increase in the average damage that Ice Bolt causes. If you're talking about a purple proc, that's 107.1 damage with a 33% chance, which is around a 29% increase in damage.
You also tend to spam your smallest attacks the most, because they have the lowest recharge. So you are more likely to get lots of proc activation chances into play, and therefore have a good convergence on the average performance over the course of a play session.
In click AoEs, procs provide the same benefit, but for every foe affected.
Putting a proc in an attack with a huge damage and a correspondingly large recharge isn't going to be as impressive. You're going to increase your damage over time by less in relative terms.
Putting damage procs in damaging toggles has benefit, but how beneficial it is computes slightly differently because it's only allowed to affect targets every 10 seconds. If the damage in the toggle is low, adding a proc may still cause meaningful improvement in average DPS cause by the toggle.
A lot of procs get slotted in attacks for no other reason than that they have to be in order to get the 5th bonus gained by six-slotting a set.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Question: Does a damage proc slotted in say, Fiery Aura proc every 10 seconds, or every time the aura "attacks"?
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So it won't spontaneously "attack" on its own every 10s. It can only attack when the aura does, but it can only contribute on the initial tick and on the next tick at least 10s later, and so on.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
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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.
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Does that mean you'd pass up more money if an opportunity presented itself?
Damage procs are like that. They're just more of an already good thing. You don't need them, but they're nice to have.
Fillers attacks for fury or domination building like procs too. As focus is to hit often and alot, but not for the damage just for the added effect on powers who need to be build, a chance to cause some extra should på e perfect match, low slottage for high DPS
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