Proc Mechanics?
Toggle powers can proc every 10 seconds.
In I9 beta, they did. And for a while, people ran around utterly destroying things with procs in powers like Rain of Fire, Ice Storm, and Burn.
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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That seems silly. Procs in damage powers should have a chance to proc every time you do damage. It was worth it even with that limitation. My DPS for Mud Pots went up from 15 to almost 20.
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If they proc'ed every pulse they'd be outrageously overpowered.
Let's look at Earthquake slotted with a single damage IO. The power pulses in every .2 seconds and has a duration of 30 seconds. That's 150 tics. With a 20% chance to fire, we'd expect it to go off about 30 times. Total damage per enemy would be about 2154, or about as much as two simultaneous Aim + Build Up + lvl 50 slotted Novas. Per proc slotted.
Proc damage is actually quite reasonable. I don't know which procs you slotted, but assuming they are the basic kind that do about 71 damage at lvl 50 and have a 20% chance to fire, the odds of doing at least 71 damage every 10 seconds are a quite healthy 67% per enemy in range, and occasionally you will do more.
Will multiple damage procs fire off though? Or do they suppress each other so that only one goes off every 10 seconds?
What about chain powers?
Each proc checks independently of any other proc(s) in the power and does so against any and all targets in the area every 10 seconds when placed in something like Mudpots or Hotfeet.
Chaining powers I'm not as certain how they work but I would expect at best they'd check once for each target in the chain.
Quote:
Procs that affect enemies will check on each jump in the chain. Procs that affect you (like the Entropic Chaos self-heal proc or the Force Feedback +recharge) will only work normally for the first target. What actually happens is that the proc is checked, but if it fires, it gives the benefit to the caster of that jump: an invisible, invulnerable pseudopet spawned on top of the last target. You get no benefit, and the pseudopet dies almost immediately.
Each proc checks independently of any other proc(s) in the power and does so against any and all targets in the area every 10 seconds when placed in something like Mudpots or Hotfeet.
Chaining powers I'm not as certain how they work but I would expect at best they'd check once for each target in the chain. |
I slotted Mud Pots with five damage procs today just to see what would happen. I was expecting a lot of damage out of it as a result, but this was not the case. Instead, looking at my combat log reveals that four out of five ticks of Mud Pots do not proc. The fifth tick procs as expected. Shouldn't it have a chance to proc every time I do damage?