Rain of fire


Aggelakis

 

Posted

So I only have two slots for Rain of Fire, and I was wondering if it would be better with 2 Damage IO's or 1 damage and the purple knockdown proc. Is the proc worth it in this power?

I have enough recharge and accuracy from sets and cardiac so Recharge/Acc/End are not needed.


 

Posted

HI,

not sure about the way to go, but if you use 2 Dam IO's you can also boost them to +5.

"Burn Baby Burn"


So many cats - So few recipes!

Age is of no importance,
unless you are a cheese!

 

Posted

I thought about that. Figured If I did went with two damage IO's I would leave them be for a while cause I have a couple other enhancements that could use the boosts first.

Another thing is putting two Ragnaroks isnt an option cause I have the other 5 minus the proc in fireball.


 

Posted

[dam/rech, dam/rech] from two different sets would be better. Then booster them. RoF has a 60s base recharge rate. You definitely want that up more often. Unless you have an absolutely ridiculous global recharge rate, in which case [damage, damage] *or* [damage, dam/rech] would be better.


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Originally Posted by Dispari View Post
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Posted

There has to be a slot or 2 you can steal from somewhere else.

But, if there really isn't...

I'd have to see the rest of your build to be sure, but I think I'd do the Jav Volley quad and the Dam/Recharge, and then Enhance Boost them as far as you can.

Note: I'm not sure now that I say that if you actually can enhance boost PVPIOs. If not, I'd prolly use those two anyway, but obviously it'd be better if you could.


 

Posted

Move the Rag Dam out of Fireball, replace with the proc. 5 piece Ragnarok without the Damage single is very near ED cap (around 90% enhancement). A Damage Alpha or +5 on anything (except the proc, obviously) in the set will hit the ED hard DR.

Then put the Rag Dam +5 and either a Nuc HO or the Posi Dam/Rech +5 in RoF, depending on how your global acc/rech look.

But really, 2-slotting RoF is a pretty weird build choice.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

Posted

Weird build choice I'll agree but its not a power that is currently in my build and something I've wanted for concept reasons and just for fun. I was playing around with Mids and finally fit it in but took it very late. As I said, I have sick recharge so I really dont need any more. Hasten is 3 seconds from perma and thats without spiritual alpha to give you an idea. Anyways, I'll post the build, everything is pretty much staying the same, tho I did manage to find a extra slot for RoF. So now its up to 3. I took out the 2 Zephyrs in fly and just put a fly IO. This puts my ranged def at 44.2 but I remembered I run stealth (celerity in swift) to ghost past mobs and that should push me past the soft cap.

Have all the enhancements minus the ragnarok set and my Dom set isnt purpled out cause right now I only have 3 catalyst on my main. So with the 3 slots does 2 boosted Damage IO's plus Ragnarok proc sound good?

Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Dominator
Primary Power Set: Mind Control
Secondary Power Set: Fiery Assault
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Power Pool: Concealment
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Mesmerize

  • (A) Thunderstrike - Accuracy/Damage
  • (5) Thunderstrike - Damage/Endurance
  • (7) Thunderstrike - Damage/Recharge
  • (7) Thunderstrike - Accuracy/Damage/Recharge
  • (9) Thunderstrike - Accuracy/Damage/Endurance
  • (9) Thunderstrike - Damage/Endurance/Recharge
Level 1: Flares
  • (A) Thunderstrike - Accuracy/Damage
  • (11) Thunderstrike - Damage/Endurance
  • (11) Thunderstrike - Damage/Recharge
  • (13) Thunderstrike - Accuracy/Damage/Recharge
  • (13) Thunderstrike - Accuracy/Damage/Endurance
  • (15) Thunderstrike - Damage/Endurance/Recharge
Level 2: Dominate
  • (A) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
  • (27) Superior Ascendency of the Dominator - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
  • (27) Superior Ascendency of the Dominator - Endurance/Recharge
  • (29) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
  • (29) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
  • (31) Superior Ascendency of the Dominator - Recharge/Chance for +Damage
Level 4: Boxing
  • (A) Mako's Bite - Accuracy/Damage
  • (46) Mako's Bite - Damage/Endurance
  • (46) Mako's Bite - Damage/Recharge
  • (46) Mako's Bite - Accuracy/Endurance/Recharge
  • (48) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (48) Mako's Bite - Chance of Damage(Lethal)
Level 6: Confuse
  • (A) Coercive Persuasion - Confused
  • (17) Coercive Persuasion - Confused/Recharge
  • (17) Coercive Persuasion - Accuracy/Confused/Recharge
  • (19) Coercive Persuasion - Accuracy/Recharge
  • (19) Coercive Persuasion - Confused/Endurance
  • (21) Coercive Persuasion - Contagious Confusion
Level 8: Hasten
  • (A) Recharge Reduction IO
  • (15) Recharge Reduction IO
Level 10: Fire Blast
  • (A) Thunderstrike - Accuracy/Damage
  • (31) Thunderstrike - Damage/Endurance
  • (31) Thunderstrike - Damage/Recharge
  • (34) Thunderstrike - Accuracy/Damage/Recharge
  • (36) Thunderstrike - Accuracy/Damage/Endurance
  • (36) Thunderstrike - Damage/Endurance/Recharge
Level 12: Mass Hypnosis
  • (A) Fortunata Hypnosis - Sleep
  • (36) Fortunata Hypnosis - Sleep/Recharge
  • (37) Fortunata Hypnosis - Accuracy/Sleep/Recharge
  • (37) Fortunata Hypnosis - Accuracy/Recharge
  • (37) Fortunata Hypnosis - Sleep/Endurance
Level 14: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 16: Embrace of Fire
  • (A) Recharge Reduction IO
Level 18: Total Domination
  • (A) Lockdown - Accuracy/Hold
  • (21) Lockdown - Accuracy/Recharge
  • (23) Lockdown - Recharge/Hold
  • (23) Lockdown - Endurance/Recharge/Hold
  • (25) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (25) Lockdown - Chance for +2 Mag Hold
Level 20: Fly
  • (A) Flight Speed IO
Level 22: Hover
  • (A) Luck of the Gambler - Recharge Speed
Level 24: Afterburner
  • (A) Luck of the Gambler - Recharge Speed
  • (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 26: Weave
  • (A) Luck of the Gambler - Recharge Speed
Level 28: Stealth
  • (A) Luck of the Gambler - Recharge Speed
Level 30: Invisibility
  • (A) Luck of the Gambler - Recharge Speed
Level 32: Mass Confusion
  • (A) Malaise's Illusions - Accuracy/Recharge
  • (33) Malaise's Illusions - Endurance/Confused
  • (33) Malaise's Illusions - Accuracy/Endurance
  • (33) Malaise's Illusions - Confused/Range
  • (34) Malaise's Illusions - Accuracy/Confused/Recharge
  • (34) Malaise's Illusions - Chance of Damage(Psionic)
Level 35: Fire Ball
  • (A) Ragnarok - Damage/Endurance
  • (39) Ragnarok - Accuracy/Recharge
  • (39) Ragnarok - Accuracy/Damage/Recharge
  • (39) Ragnarok - Damage/Recharge
  • (40) Ragnarok - Damage
  • (40) Positron's Blast - Chance of Damage(Energy)
Level 38: Blaze
  • (A) Apocalypse - Chance of Damage(Negative)
  • (40) Apocalypse - Damage/Endurance
  • (42) Apocalypse - Accuracy/Recharge
  • (42) Apocalypse - Accuracy/Damage/Recharge
  • (42) Apocalypse - Damage/Recharge
  • (43) Range IO
Level 41: Rise of the Phoenix
  • (A) Stupefy - Accuracy/Recharge
  • (43) Stupefy - Endurance/Stun
  • (43) Stupefy - Accuracy/Endurance
  • (45) Stupefy - Stun/Range
  • (45) Stupefy - Accuracy/Stun/Recharge
  • (45) Stupefy - Chance of Knockback
Level 44: Fire Shield
  • (A) Resist Damage IO
Level 47: Rain of Fire
  • (A) Empty
  • (50) Empty
  • (50) Empty
Level 49: Telekinesis
  • (A) Endurance Reduction IO
Level 50: Cardiac Core Paragon
Level 0: Marshal
Level 0: High Pain Threshold
Level 0: Born In Battle
------------
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (3) Miracle - +Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (3) Performance Shifter - EndMod
  • (5) Endurance Modification IO
Level 1: Brawl
  • (A) Empty
Level 1: Domination
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 20.5% DamageBuff(Smashing)
  • 20.5% DamageBuff(Lethal)
  • 20.5% DamageBuff(Fire)
  • 20.5% DamageBuff(Cold)
  • 20.5% DamageBuff(Energy)
  • 20.5% DamageBuff(Negative)
  • 20.5% DamageBuff(Toxic)
  • 20.5% DamageBuff(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 26.75% Defense(Energy)
  • 26.75% Defense(Negative)
  • 3% Defense(Psionic)
  • 39.25% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 4.4% Enhancement(Terrorized)
  • 6.5% Enhancement(Held)
  • 7% Enhancement(Stun)
  • 8% Enhancement(Sleep)
  • 8% Enhancement(Immobilize)
  • 100% Enhancement(RechargeTime)
  • 10.5% Enhancement(Confused)
  • 66% Enhancement(Accuracy)
  • 17% FlySpeed
  • 64.86 HP (6.38%) HitPoints
  • 17% JumpHeight
  • 17% JumpSpeed
  • MezResist(Held) 5.5%
  • MezResist(Immobilize) 3.3%
  • 23% (0.38 End/sec) Recovery
  • 16% (0.68 HP/sec) Regeneration
  • 5.04% Resistance(Fire)
  • 5.04% Resistance(Cold)
  • 17% RunSpeed




Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Posted

Interesting. I have the exact same type of character Mind/Fire/Fire dom that I have been planning to respec for a while now. I haven't made a lot of the same pool power choices as you though.

For example, I didn't take the fighting pool, and I find it interesting that you skipped Terrify, but took Telekinesis, and skipped Incinerate, Firebreath and Combustion.

Also, how did you get Fireball at 35 and Rise of the Phoenix at 41?


(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon

 

Posted

You can now take patron powers earlier. First one starting at 35. No incinerate, fire breathe or combustion cause I am soft capped to Range Defense so I stay far away from enemies. Even using hover to fight from above if need be. Tho usually thats only during trials since anything while solo is locked down. Currently have incinerate in my build since I was going to use it to hole a Hecatomb set but since the Archetype sets came out I now need 1 less purple set.

No terrify cause I dont like cones and between the other mass controls I'm usually fine.

And telekinesis just cause its awesome. From a design point of view anyways. I always fought internally about removing it for rain of fire but i guess I wont have to now. Only other thing I'd want to take is melt armor but its not worth it on a Dom. Only -11 resistance.


 

Posted

I would hold off on the Rain of Fire stuff everyone.

Rain of Fire is bugged.



Scourge = up to "double" damage

Rain of Fire Scourge = up to "triple" damage


On of the developers made a mistake. It's probably going to be corrected a.s.a.p.




Edit:
This only applies to Corruptors though.
Sorry if this is a Defender or Blaster or whatever other than Corruptor thread.

I apologize for going off topic as well.


 

Posted

It's a Dominator.


 

Posted

Quote:
Originally Posted by RevolverMike View Post
It's a Dominator.
I apologize for the derailment.

I just couldn't help but spread the word because this is crazy that that bug with the Corruptor version of Rain of Fire has lasted this long.
That's nuts.


 

Posted

Quote:
Originally Posted by RevolverMike View Post
You can now take patron powers earlier. First one starting at 35. No incinerate, fire breathe or combustion cause I am soft capped to Range Defense so I stay far away from enemies. Even using hover to fight from above if need be. Tho usually thats only during trials since anything while solo is locked down. Currently have incinerate in my build since I was going to use it to hole a Hecatomb set but since the Archetype sets came out I now need 1 less purple set.

No terrify cause I dont like cones and between the other mass controls I'm usually fine.

And telekinesis just cause its awesome. From a design point of view anyways. I always fought internally about removing it for rain of fire but i guess I wont have to now. Only other thing I'd want to take is melt armor but its not worth it on a Dom. Only -11 resistance.
Thanks for the info on Melt Armor, I was planning to respec into that. Your build definitely gives me some things to think about. My philosophy has always been to lock 'em up and burn 'em down, rather than to try to build for defense. One other question - is this build permadom?


(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon

 

Posted

Keep in mind that the accuracy from your sets won't really affect rain of fire since it's a pseudopet.

Well, it sort of does. It inherits the buff, but not the power, which will have anywhere between 0.01 and 10.25 seconds left on it. So on average, only the first 1/3 of the ticks will have their accuracy increased by it.

Kind of a minor issue since you're generally better off slotting damage unless you're at the ED cap, but something that might affect the overall damage nonetheless.


 

Posted

Quote:
Originally Posted by Codewalker View Post
Keep in mind that the accuracy from your sets won't really affect rain of fire since it's a pseudopet.

Well, it sort of does. It inherits the buff, but not the power, which will have anywhere between 0.01 and 10.25 seconds left on it. So on average, only the first 1/3 of the ticks will have their accuracy increased by it.

Kind of a minor issue since you're generally better off slotting damage unless you're at the ED cap, but something that might affect the overall damage nonetheless.
Accuracy doesn't even matter for Rain of Fire. It has 2.00x chance to hit, which is 150% chance(I believe since 1.00x is 75% chance).


 

Posted

The summon has 2.0 accuracy. It's meaningless.

RainofFire (the auto power that the pseudopet actually uses) has 1.0 accuracy, meaning each tick only has a 75% chance of hitting an even-level enemy. It activates once every 0.2 seconds for as long as the pet lives, which is 15 seconds.


 

Posted

I've little opinion on the Dominator slotting (never played one ... yet).

For a different perspective, I have RoF on a Blaster, and it does have the Ragnarok
proc in it, so I thought I'd share that viewpoint.

I'm fairly pleased how well it works, but I don't disagree with the other posters.

In my specific case, I have more than two slots in there and, as a blaster, I'm
not at all worried about RoF for damage - I'm gonna wipeout everything in the
patch with Fireball, Blaze, etc. long before RoF kills it.

I use RoF primarily for the aggro mitigation (like Caltrops), and the proc helps
with that goal.

Obviously, your situation is different OP, so I'm just posting this as an FYI for
other folks who may have an interest in RoF.


Regards,
4


I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.

 

Posted

Quote:
Originally Posted by Codewalker View Post
The summon has 2.0 accuracy. It's meaningless.

RainofFire (the auto power that the pseudopet actually uses) has 1.0 accuracy, meaning each tick only has a 75% chance of hitting an even-level enemy. It activates once every 0.2 seconds for as long as the pet lives, which is 15 seconds.
So....should you enhance the power for accuracy or not?

I thought it was practically guaranteed to hit enemies so long as they were within the AoE.


 

Posted

Quote:
Originally Posted by T_Immortalus View Post
So....should you enhance the power for accuracy or not?

I thought it was practically guaranteed to hit enemies so long as they were within the AoE.
tl;dr version: Only if you have a lot of spare slots.

It will definitely hit them at least once within the AoE, but not as often as it could.

With a base slotting of 0 damage and 0 acc, adding an accuracy SO will increase the damage output of the power by about 26.7% (the difference between 75% to-hit and 95% to-hit). Adding a damage SO increases it by 33%. So damage is the clear winner there.

However, once you have 33% damage slotted, putting in the accuracy increases the final damage output by 26.7%. Slotting another damage SO will only increase the damage by a further 24.8% -- it's a 66% enhancement relative to the base damage.

All of this of course varies wildly if there are defense buffs/debuffs in play, so take that into account. That's why I usually just slot for damage and not worry about acc unless I have just a ton of free slots. If you do have them, it can push the overall damage higher, especially if you're at 95% damage enhancement. At the ED cap, assuming no defense, slotting one accuracy to get you to the hit cap is equivalent to slotting a 52% damage enhancement that ignores ED -- that's as much as a Ragnarok: Damage!


 

Posted

Quote:
Originally Posted by T_Immortalus View Post
I would hold off on the Rain of Fire stuff everyone.

Rain of Fire is bugged.



Scourge = up to "double" damage

Rain of Fire Scourge = up to "triple" damage


On of the developers made a mistake. It's probably going to be corrected a.s.a.p.
To the best of my knowledge, Corruptor Rain of Fire has been the way it is since City of Villains was in closed beta.

Is it possible that it will be changed, like the long, long, long overdue Hamidon Enhancement exploit? Yes, but don't hold your breath.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

Posted

Quote:
Originally Posted by Codewalker View Post
tl;dr version:
I was just asking "can you slot it with accuracy? will it do anything beneficial?" not what it would do.

So, I guess if I use a rain power I'll put at least one SO of accuracy in it, probably 2(or 2-3 nucleolus).


 

Posted

Quote:
Originally Posted by Draeth Darkstar View Post
To the best of my knowledge, Corruptor Rain of Fire has been the way it is since City of Villains was in closed beta.

Is it possible that it will be changed, like the long, long, long overdue Hamidon Enhancement exploit? Yes, but don't hold your breath.
1) Yes, it has been.

2) It's a very easy fix, which means it is either intentional or they just never noticed it or had it brought to their attention by players(who wouldn't want their favorite overpowered power to be nerfed).

I'm pretty sure that this time the fix is easy and it will be fixed a.s.a.p. now that they know about it(if they got the message).
If not, it must be "working as intended" which would mean that other powers/sets would need to be buffed to be on par with Fire Blast. there is a reason "Fire Blast is the best" is the most common sentiment whenever anyone asks about which corruptor primary to pick.


 

Posted

Quote:
Originally Posted by T_Immortalus View Post
I was just asking "can you slot it with accuracy? will it do anything beneficial?" not what it would do.
Well, I didn't think "maybe, it depends" was a very useful answer, but if it's the one you wanted... *shrug*


 

Posted

Quote:
Originally Posted by RevolverMike View Post
This puts my ranged def at 44.2 but I remembered I run stealth (celerity in swift) to ghost past mobs and that should push me past the soft cap.
If you are using the actual Steal power then that should be the case however the "stealth" effect from the Celerity IO only grants a reduction in visibility (agro radius) and does not impart any + to defense on its own.


 

Posted

Quote:
Originally Posted by T_Immortalus View Post
1) Yes, it has been.

2) It's a very easy fix, which means it is either intentional or they just never noticed it or had it brought to their attention by players(who wouldn't want their favorite overpowered power to be nerfed).

I'm pretty sure that this time the fix is easy and it will be fixed a.s.a.p. now that they know about it(if they got the message).
If not, it must be "working as intended" which would mean that other powers/sets would need to be buffed to be on par with Fire Blast. there is a reason "Fire Blast is the best" is the most common sentiment whenever anyone asks about which corruptor primary to pick.
If you think the Powers team wasn't aware of this before now, you're insane. Double-scourge on Rain of Fire is very well known, and frequently discussed on these forums and in-game in corruptor discussions. There is another, significantly more likely reason that it has never been changed: it isn't a priority. It's a trivial bug, it effects a single power on a single Archetype and in the grand scheme of things doesn't contribute a substantial advantage. It certainly has nothing to do with why Fire Blast is commonly considered the best Blast set, and if you think this is "overpowered" then you need to go have a look at Super Strength.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.