Armageddon in Jolting Chain???
I prefer Armageddon in Jolting Chain. The proc adds 35.31 points of damage on average (107*0.33).
I personally use 5 parts Amrageddon, forgoing the pure damage enhancement. Under this situation, Lightning Bolt would do 203 points of damage with the addition of the proc. With the exact same slotting, Jolting Chain is averaging 55 points of damage per target hit. You will have more total damage when 4-16 targets are hit, roughly doubling at 8, tripling at 12, and quadrupling at 16.
And for extra style points, put the Ragnorak knockdown proc in Chain Fences. I love this one in my Grvaity Controller, whose immobilise also lacks -KB.
I prefer Armageddon in Jolting Chain. The proc adds 35.31 points of damage on average (107*0.33).
I personally use 5 parts Amrageddon, forgoing the pure damage enhancement. Under this situation, Lightning Bolt would do 203 points of damage with the addition of the proc. With the exact same slotting, Jolting Chain is averaging 55 points of damage per target hit. You will have more total damage when 4-16 targets are hit, roughly doubling at 8, tripling at 12, and quadrupling at 16. |
As of right now, I currently have Force feedback +Rech in it. I've been spamming JC like crazy for the boost, but it's not coming out nearly enough as I would like.
Malakim
-Playing since COH beta and still love the game!
That's because you only get a chance for recharge on the initial hit. Every chain gives a chance for the pseudo pet to get a +rech bonus. IT's lame, but that's how it works.
That's because you only get a chance for recharge on the initial hit. Every chain gives a chance for the pseudo pet to get a +rech bonus. IT's lame, but that's how it works.
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- if the proc affects you, like the chance for recharge, it only checks on the initial target
- if the proc affects them, like the chance for damage procs, then it checks for every target hit.
this had me confused for a while as well. but appears the chance for procs in jolting chain =
- if the proc affects you, like the chance for recharge, it only checks on the initial target - if the proc affects them, like the chance for damage procs, then it checks for every target hit. |
Now if damage procs have a chance of going off with each target - that would be awesome and certainly worth slotting JC to be a proc power.
Malakim
-Playing since COH beta and still love the game!
this had me confused for a while as well. but appears the chance for procs in jolting chain =
- if the proc affects you, like the chance for recharge, it only checks on the initial target - if the proc affects them, like the chance for damage procs, then it checks for every target hit. |
The proc always checks on each target, and gives the bonus back to the caster.
its unfortunate that the caster for each knockdown after the initial one is a pseduopet. so if the proc fires off, it would effectively do nothing.
Right, other than make some Pseudo Pet happy for a few seconds... not that they can do anything with +RECH...
Now if damage procs have a chance of going off with each target - that would be awesome and certainly worth slotting JC to be a proc power.
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Base JC damage = 11
Socketed enhanced damage = 90% = (11*1.9) = 20.9
Armageddon average proc damage = (107*0.33) = 35.31
Total damage = 20.9+35.31 = 56.21
At that value, you can see how it does more total damage at 4, doubles at 8, triples at 12, and quadruples at 16 relative to having 5 parts Armageddon socketed in Lightning bolt.
I also have a Chance for Smashing proc from Kinetic Strike. This adds 14.4 average damage, making each Jolting Chain strike average 70 points per target hit.
Depends how many slots you can save for Jolting Chain.
Elec/Elec/Mu sees me trying to get bywith a lot of four- and five-slot set ups.
If I could spare it: Negative energy proc (purple), chance for hold (ranged IO), smashing proc (KB set), +recharge (KB set), and two 50 IO Accuracies.
Would that +Recharge benefit me or the target on each part of the chain that procs?
Oh well, I doubt I'll get enough slots free to do this!
EDIT: Hmm, was looking it up... Decimation's build up proc... considering how many targets it can hit....
And there's also a PVP ranged IO damage proc (heck, if you have enough set bonuses... slot all 6!)
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Depends how many slots you can save for Jolting Chain.
Elec/Elec/Mu sees me trying to get bywith a lot of four- and five-slot set ups. If I could spare it: Negative energy proc (purple), chance for hold (ranged IO), smashing proc (KB set), +recharge (KB set), and two 50 IO Accuracies. Would that +Recharge benefit me or the target on each part of the chain that procs? Oh well, I doubt I'll get enough slots free to do this! EDIT: Hmm, was looking it up... Decimation's build up proc... considering how many targets it can hit.... And there's also a PVP ranged IO damage proc (heck, if you have enough set bonuses... slot all 6!) |
Again, Decimations Build Up proc will be mostly useless, as it affects the caster, which for 15 of thr 16 targets, isnt you. Only Procs which affect the target will be useful in JC.
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I'd put the purple proc (I think it's Apocalypse, not Armageddon for ranged damage) in Jolting Chain, but not the whole set. Jolting Chain's damage is so low that adding damage enhancement is going to be of questionable use. In theory adding damage is better than procs since it hits a lot of targets, but in practice you'd probably rather land a noticeable hit on one or two rather than give them all two paper cuts instead of one. An extra 10-15 damage per target is unlikely to actually save you an attack, especially as a Dom (you have far more powerful AoEs).
I'd suggest if you want the 5 piece set bonuses for Apocalypse, then put everything but the proc in Lightning Bolt. The damage enhancement is overkill, but it's very nice to have the extra when exemping down and the proc does a lot more for you in Jolting. As for Jolting Chain, go with enough recharge, accuracy, and endurance to suit you and then use any slots you can spare for procs. Apocalypse: Chance for Negative is of course great, and an Explosive Strike: Chance for Smashing is still decent. You might even go with the Devastation: Chance for Hold and Energy Manipulator: Chance for Stun procs for more control. There's always 4 Kinetic Crash for cheap -KB too, though if you are buying purples I doubt a -KB IO is going to phase you.
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I have a simple either/or question for my elec/elec dominator:
I'm about to start buying up the purple IO set for ranged damage - Armageddon.
I'd normally slot this in my best (most damaging), ranged power (in this case, Lightning Bolt).
I was thinking though, in large groups, would it be more worthwhile to slot this into Jolting Chain - a ranged power with the potential to hit 16 targets. It looks to me that jolting chain would do more damage if at least 8 targets get hit. Keeping in mind though, that is more damage but is spread out over several targets. Now if it would ever hit the 16-target max it would do double the damage of Lightning bolt (again, spread over 16 targets though).
So, with that in mind, I have a question:
1. Do you think I should put Armageddon into Lightning Bolt, or Jolting Chain? Or does it not matter with ED?
Thanks in advance for your time and effort oh ye great forum of crowd-sourcing.
Malakim
-Playing since COH beta and still love the game!