Armageddon in Jolting Chain???


AllYourBase

 

Posted

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!

 

Posted

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.


 

Posted

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.


 

Posted

Quote:
Originally Posted by JuliusSeizure View Post
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.
I might be looking at the damage differently or was wrong with my math (I'll have to check later). I have to agree about the proc though. That in the least should go in JC.

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!

 

Posted

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.


 

Posted

Quote:
Originally Posted by Torrynt View Post
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.
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.


 

Posted

Quote:
Originally Posted by kendo View Post
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.
I totally expected to only get the +rech on the initial JC. Just with as many times as I've been casting it, I expected to get the bonus more often. As it lasts only 5 seconds, I'm probably missing it 1/2 the time.

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!

 

Posted

Quote:
Originally Posted by kendo View Post
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.
incorrect.

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.


Quote:
Originally Posted by VoodooGirl View Post
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Posted

Right, other than make some Pseudo Pet happy for a few seconds... not that they can do anything with +RECH...


 

Posted

Quote:
Originally Posted by Malakim View Post
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.
The proc goes off on every target, which is probably where your math differed from mine.

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.


 

Posted

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!)


Thank you, City of Heroes, for giving me a superhero social network combined with amazingly smooth game play. Petitions signed with realistic expectations.

 

Posted

Quote:
Originally Posted by Rejolt View Post
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.


Quote:
Originally Posted by VoodooGirl View Post
[*]Watching out for the Spinning Disco Portal of D00M!*

 

Posted

Quote:
Originally Posted by Mega_Jamie View Post
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.
Blargh! Okies, thanks for the answer. I guess no recharge or BU proc for it then.


Thank you, City of Heroes, for giving me a superhero social network combined with amazingly smooth game play. Petitions signed with realistic expectations.

 

Posted

Quote:
Originally Posted by Torrynt View Post
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.
This is still the case? I hadn't had a chance to test it, but I was hoping after the 9/28 fix for Chance to Heal Self IOs in chain powers affecting mobs the Devs might have made it so Self-proc IOs worked properly on chain powers. I still haz a sadface. :-C


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Posted

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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