Dual Pistol procs and numbers, oh my!
According to Red Tomax, there is a 12.5% debuff that lasts 6 seconds for the chem rounds, maybe not so great on a single target attack but in the AoEs that does add up.
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
I'm fairly sure the procs will go off no matter which version of Swap Ammo you're currently running. All the game cares about is whether the power can be slotted for that type of enhancement, not whether it actually produces the effect or not.
The best example of that is Robotics' Pulse Rifle Blast: at one point this power was flagged to accept knockback enhancements (and sets) despite the power not having *any* knockback effects. The knockback set smashing damage proc worked just fine in that power.
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Pro-tip: Slot empty clips with five damage procs.
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Thanks for the info everyone!
So I'm currently leveling a Sonic/Dual Pistol Defender, my very first defender and I can't wait to get her out of Praetoria and into the Rogue Isles but there are a few things I'm not sure about. The first is on procs, due to the way Swap Armor, it seems I can slot procs from the slow, knockback, and defense debuff sets. I'm assuming that the proc slotted in a power will only go off if the correct ammo is equipped, ie, Achilles' Heel -res will NOT go off if I have Chemical Rounds running (-dmg on a secondary paired with a resistance primary? yes please!).
Second question and running along with the idea of Chemical Rounds, what are the numbers on the -damage? No real numbers on any of the powers seems to reveal the strength of the debuff.
Some of my characters