-
Posts
327 -
Joined
-
[ QUOTE ]
[ QUOTE ]
Power Boost recharge is too long compared to Blaster and Controller powers. (IceScykle March 3rd)
[/ QUOTE ]
What do people think about this one? While it's definitely wrong for the Controller Epic power to have the same recharge as the Dominator secondary, I don't think it's a good justification that there's an issue with Power Boost. In fact, both powers should probably be changed to sort out that discrepancy.
However, I do feel that the recharge of Power Boost is too long. It's a staple self-buff power like Aim and Build Up, which both have 90 second recharges. What's more, it's typically used with the like of Flashfire and Wormhole, which typically have a 90 second recharge.
[/ QUOTE ]
Agreed to any change to this that makes Dominator Power Boosts overall up time longer. (Whether its Duration increased or Recharge decreased) -
[ QUOTE ]
[ QUOTE ]
Hot Feet is on ranged damage scale, not melee damage scale. (Kane1 March 10th)
[/ QUOTE ]
I'm happy to throw this in as an issue if other people agree.
[/ QUOTE ]
Hot Feet has a 20ft PBAoE, and Psy Shockwave has 25ft.
The majority of PBAoE attacks that are on the melee damage scale are a 10ft PBAoE.
I guess what I'm saying, is that perhaps PBAoE effects are not defined as Melee because they are PBAoE but instead defined as Melee for the maximum range they can hit.
Currently, iirc, the farthest "melee defined" attack is 10ft. Knock Out Blow, Headsplitter, Golden Dragonfly (Theres others just can't think of 'em) all go against "melee defense" with a range of 10ft. Effects that are longer than 10ft are typically considered "Ranged" instead.
So, if Hot Feet were to be changed to be on the Melee Damage Scale, it would likely have to have its radius decreased.
So, I guess in a long winded way I am saying I disagree with Hot Feet needing to be on the Melee Damage Scale. It's able to effect far more enemies than other PBAoE toggle effects (That are limited to 10ft or worse 8ft like Blazing Aura) which gives it the potential to do more damage outside of herding. -
[ QUOTE ]
[ QUOTE ]
While I still think all of the STHolds should be normalized for their activation
[/ QUOTE ]
I no longer think that this should happen. Dominate and Char get fast activations, Gravity Distortion and Block of Ice get slows, while Strangler just gets ripped off.
[/ QUOTE ]
Good point.
Though, Dominate does get one thing the others don't, it ignores Ranged Defense.
So, there's two ways to look at this..
Grav Distortion, and Block of Ice have the ability to hinder non-mez'd foes which is why they have slower activations. Suggesting that Strangler should get a slow of some sort (I know I'd be tripping all over myself trying to move through plants trying to constrict me). So, powers without a secondary effect should animate in 1s and the ones with secondary effects should be longer.
Or.. Grav Distortion, Block of Ice, and Dominate all have 'special' effects, Char and Strangler should have them added as well, and then normalize the activation times.
If we go with the latter explanation, and factor in Controller Holds it makes sense that Char and Strangler need a secondary effect (At least I think so). Blind for Illusion Control has a sleep as a secondary effect, and Fossilize for Earth Control has -Defense.
So, across the Control sets for both Controllers and Dominators there are two ST Holds without a special effect IF we count Dominate's ability to ignore Ranged Defense (And I personally feel thats the best secondary effect). Then we have a fast animating secondary-less hold, and a slow animating secondary-less hold.
So, Strangler definitely needs to be quicker animating or have a secondary effect. Which, dunno. I suppose it depends on whether or not all of the powers in a control set should have secondary effects. So, we should start there..
Should all holds and immobilizes in a control set have a secondary effect relating to their 'theme'? Just like all "Blasts" have a secondary effect relating to their 'theme'. -
[ QUOTE ]
I'm not sure if this has been mentioned, but Lift is much worse than levitate in damage. And I don't see why dominators would need propel.
[/ QUOTE ]
Its on the list already. -
Been thinking about a couple of the "Under Discussion Issues".
-Balance issue, Strangler needs foes to be near ground unlike other STHs. (MarquisQ September 22nd)
-Strangler activation time is too long, especially considering the grounded requirement. (Natsuki, Overthrower October 20th)
PvP-Some ground based powers will not affect an enemy who is constantly jumping: Strangler, Ice Slick, Bonfire, Thorntrops.
Mainly this is thinking about how IO's are now effecting Dominators.
I think the downside to Strangler requiring foes to be on the ground isn't a real problem post-26 and slotted Creepers. And even less so once the Fly Trap is gained.
While I still think all of the STHolds should be normalized for their activation, in addition to fixing Grav's hold from having that "delay" in effect timing. I feel that we should not be touting Strangler's lack of ability to effect flying foes as a reason why it should be changed.
Mainly, it is now possible (And relatively easy) to make Creepers permanent (All it takes is Hasten, +95% Enhancement, and 35% Rech Red in set bonuses). Creepers is an invisible pet that follows the Dom around with an AoE -Jump, and -Fly tied to an auto power named Bramble. This is THE highest -Fly in the game at -10, and it has the standard -50,000% Jump Height that other "-Jump" powers have. Both of those effects are in a 20 ft radius centered on the invisible pet that follows the caster around.
In addition, every 10 seconds in that aforementioned 20 ft radius, Creepers will fire a Creeper Entangle and it summons this AoE Entangle. This power also has a much higher target cap than is "normal". The first part of the power can effect up to 10 foes in a 20 ft radius, while the second power will be created on each of the foes hit creating an 8 ft radius power that can effect up to 5 enemies. So, Creepers has the ability to Entangle up to 50 different foes, or some foes Entangled multiple times and each of these Entangles that Creepers creates has -Fly on them (As well as -KB/KU)
Then there's the Fly Trap (Venus I guess?) that gets an AoE Entangle . Basically between the tier8 and tier9 powers for Plant Control there is not a lack in the ability to strip the ability to Fly, as well as the ability to strip Jumping.
This of course is not counting Entangle and Roots to strip Fly. So I am not sure if Strangler not being able to effect Flying foes is a "problem" per se.
However, I'd also like to submit that Creepers itself is defeating its own Knockdown chance. Due to that aforementioned entangle it fires every 10 seconds, it is more then capable of preventing itself from KD'ing enemies with the vine smash. This becomes much more pronounced when there are two Plant Dominators on a team and both happen to be running Creepers at the same time. It makes the chance for an enemy to NOT be effected by the mass entangle practically non-existent. -
[ QUOTE ]
I searched the thread and didn't see this:
Ice Control
Arctic Air's confusion is not boosted by Domination.
[/ QUOTE ]
I'd have to agree with this being an issue.
Using a bit of math we can figure out the "average" amount of time mobs spent confused.
The base duration for Dominator Confuse at lv 50 on Arctic Air is 2.98 at a chance of 30%. Assuming +95% confuse duration enhancement then: 2.98 * 1.95 * 0.3 = 1.74s "on average".
Now compare this to Controllers. Base duration of the Confuse at lv 50 on Arctic Air is 3.725 at a chance of 30%. Assuming +95% confuse duration enhancement then: 3.725 * 1.95 * 0.3 = 2.18s "on average"
Now, theoretically, while under Domination for Arctic Air it would have a duration of: 2.98 * 1.5 = 4.47. Assuming +95% confuse duration enhancement then: 4.47 * 1.95 * 0.3 = 2.61s "on average"
The main reason I say this should be added to the list, is because Controllers are capable of achieving an "average" time of confusion that is longer than the rate that Arctic Air pulses. If Controllers were NOT able to do this, while the theoretical Domination AA could, then I would say this is not an issue. So, Ice Dominators are incapable of achieving the same level of control that a Controller can achieve even when the Dominator is under Domination. -
[ QUOTE ]
[ QUOTE ]
Jump around in various mobs with AA unslotted. Jump around in various mobs with AA slotted. Note difference in behavior. It's been a while.
[/ QUOTE ]
I definitely want something more scientific than that. The biggest problem is that you know what the slotting is in each case, and have expectations of what is going to happen. It's very hard to be objective in that case. You could try it with a friend, and do a few runs, they don't know if it's slotted or unslotted each time, and ask them if they can tell the difference.
[/ QUOTE ]
Just noticed your discussion on AA.
My suggestion is to turn AA on while in a group of at least six mobs. And shut it off soon as it effects them all.
Definitely do it against a group of grey-cons as well, that way they don't react at all until you turn AA on.
This should eliminate the behavior to run away due to having no powers recharged, and should give a fairly clear indicator to who isn't and who is feared.
In addition, thanks to Iakona's info we can know exactly how much longer the effects will last. If this is tested with a char at lv 50, then a lv 41 will be effected for twice as long. A lv 31 will be effected for three times as long, and so on to a lv 1 being effected for six times as long. The fear's base duration is only 2.98 seconds at lv 50. So, against an enemy sufficiently low enough in level it should become much clearer to just how long the fear lasts both with and without enhancements. -
Yes, they will indeed create aggro. The procs are not "aggro-free" even if slotted into a power that is.
-
[ QUOTE ]
I'm not sure if it should or it shouldn't, but I think the issue is too small to be concerned with. I don't recall ever seeing someone using those powers in earnest. Probably due to the poor accuracy.
[/ QUOTE ]
Stalkers use the Taser and Tranq Darts a lot just to setup a 1 sec hold/sleep for their next attack for the 20% chance to crit.
But otherwise, yah you're right. I usually don't even use them at lv 1 myself. -
[ QUOTE ]
[ QUOTE ]
Disorient animations are too subtle. (Natsuki August 21st)
[/ QUOTE ]
How do others feel? I don't have much opinion on this, so will drop it unless there's additional support.
[/ QUOTE ]
I'm trying to remember my objection to the Disorient animations being so subtle..
I mean, they definitely are when everything is immob'd, but otherwise they're not too bad. -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
# Gravity Distortion measuring poorly against other STHs. (Natsuki September 9th)
[/ QUOTE ]
could this be explained to me? not sure i see what's the issue.
[/ QUOTE ]
From memory, this refers to the activation time being longer, and the damage being either less or more resisted. Take a look at the stats in City of Data, and check out if you think it's losing out.
[/ QUOTE ]Damage of GD is the same as Char. It has the third-longest animation of Dom holds (just barely shorter than Block of Ice). It is tied with Strangler for the most resisted/defended Hold, but it also has those slows which are awesome in PvP. IMO, if any of the single target holds come up short, it's Strangler, not GD.
[/ QUOTE ]
The biggest difference between Gravity Distortion and Strangler is the hold of GD applies at the end of the animation while Strangler is applied at the start of the animation.
Its a rather noticeable difference and once a fight starts can mean the difference between stopping that boss from smacking you in the face in time or face planting.
And sorry about not noticing this sooner. I seem to have forgotten about giving input to the Dominator Issues list previously, hehe. -
[ QUOTE ]
Ok, but I can't talk about Issue 11 or beyond... but that's pretty much what you guys WANT me to talk about so we are at an impass.
[/ QUOTE ]
Actually Positron, all I want to know is why does Corruptor /Traps have the freaking Mastermind Endurance penalty applied to them!
I'm more than willing to be patient for the next issue, I'd rather know about it when I can test it and/or play it rather than just drool over it uselessly.
But.. letting bugged sets remain without any word of why they are that way, and never commenting on them let alone fixing them is ridiculous personally. -
[ QUOTE ]
Just to answer my own question, yes, the listed 2% is correct.
I don't know if that is "working as intended" or just a miscalculation, but that's the way the proc works for now.
[/ QUOTE ]
Thanks for the info, and sorry I couldn't really answer it for ya. -
You have a typo in there. Zombies are -1 at lv 6, and -2 at lv 18. (You put in 18 and 24)
Otherwise, nice guide. -
My answer to that, which I won't put in the mini-FAQ because its just my opinion is:
For attacks that can only hit a single target the recharge can not be more than 10 seconds unenhanced.
For attacks that can hit multiple enemies, and do not "pulse" (Toggles, or dropped Rains), the recharge can not be more than 20 seconds unenhanced.
For pulsing toggle powers, procs are worth it when there is at least 80% enhancement for its "main" attribute. (PBAoE Damage Auras be 80% Damage Enhancement, Arctic Air have 80% Confuse Duration and rest procs, etc) Reason I go by enhancement value here, is because of the "every 10 second" rule, in this case it is better that your guaranteed pulses are effective than getting a chance pulse.
For pulsing dropped powers (Rains, or whatever), if they are available for every single spawn or at worse every other, then procs are worth it. If the pulsing dropped power is usable once every four or more spawns, it is not worth the high inf cost of the procs.
Remember, most procs are worth at least 1m for the recipe and all the salvage to craft it. With such an expensive IO, gotta get them into the powers that give the best return. And putting them into powers that recharge slower than the above, in my opinion, is wasting the potential of said IO.
EDIT:
I suppose some info on where I personally have procs slotted would be in order.
For my Katana/Nin Stalker, I have a ToD proc in Sting of the Wasp, Divine Avalanche, and Soaring Dragon they all work excellently and I am even tempted to get the Mako's procs some time. I also plan to put the Scirocco's proc in her Flashing Steel and Golden Dragonfly.
For my AR/Traps Corr, I have a Posi's Proc in Buckshot and Ignite which work wonders on thinning out crowds of enemies, debating about getting a Posi's proc for Flamethrower still, its right on the borderline of my recommendations above but it would help a lot for Flamers "burst" potential. I then have two psi procs in Poison Trap which I use every single spawn, and it nearly guarantees at least 1/4th of the minions in a spawn are knocked down to half health or LOWER from a power that normally does no damage.
Full Auto is a big no no for slotting a Damage Proc in, FA begs for Rech Reducation more than extra Damage. If I had M30 Grenade, I would definitely stick a Posi Proc into it. If I find another Posi Proc (I wouldn't buy one for it), I would slot Caltrops with a Posi Proc just for the extra burst potential. And I am planning a Scirocco's for Trip Mine.
Trip Mine with 95% Damage Enh and Sciroccos would be: 216.8 Lethal and 108.4 Fire Damage every time, with a 50% chance for 108.4 Lethal Damage, and another 20% chance for 71.75 Lethal Damage.
Once my SS/DA Brute gets high enough level, I plan for a ToD Proc in Jab, Punch, and Haymaker, though I won't use Mako's for sure on my SS/DA. (Mainly because of Fury) Just to help out with getting past the 30% Smashing resistance that becomes common in the later game. Though the DM/ELA Buzzsaw does tempt me to try out Mako's with this Brute. -
[ QUOTE ]
I'm afraid you answered your own question. The NE Proc in Touch of Death is a 15% chance, instead of 20%, precisely because NE Damage is resisted less.
[/ QUOTE ]
Yup, that would be right. Have to look at the recharge rate of each power that can accept a specific proc. And when it comes down to it, Melee powers have the fastest recharge rates in the game (Brawl, Boxing, Shadow Punch, Barrage, and Jab to name a few).
Even at just 15% for the ToD proc I still find it very useful, that 5% is "almost" negligible in actual "feel". The ToD proc may go off 25% less of the time compared to Mako's, however, when it comes down to it the Mako's proc is doing 70% of the damage of the ToD proc against foes that matter to me. That is, bosses that have 30% Lethal/Smash Resistance and have no Negative Energy Resist. This would be all of the Rikti, Freakshow Tankers, Council Archons and War Wolves, all Longbows, and majority of the PPD, etc.
In other words, against a foe with 30% Lethal/Smash resist "on average" the ToD proc is doing 71.75 * 0.15 = 10.7625 compared to Mako's doing 71.75 * 0.20 * 0.70 (30% Resist) = 10.045. Of course as mentioned above this kind of "representation" should be taken with a grain of salt.Yes, the Mako's proc is going to go off more often, but the ToD proc is going to count for more when it does go off. Either way they are both useful in the fast recharging melee attacks.
I just suggest slotting the ToD proc before Mako's (In addition I have found the ToD proc to be cheaper villain-side than Mako's)
The one thing I do not understand.. is the Targeted AoE vs Melee and PBAoE. I suppose that might be because I have Buckshot which is one of the fastest recharging Targeted AoE's. And I am also curious why there are no damage procs in the Ranged sets. I can say this for certain on Corruptors, Buckshot with a Posi's proc is essentially giving Buckshot the ability to critical for double damage. <Shrugs> oh well, if the devs think its balanced I'm not going to argue for the Posi Proc to be nerfed, love the double damage it gives my buckshot. -
[ QUOTE ]
thank you, thank you, thank you! Maybe this will cut down some on the never ending stream of Proc questions in the forums.
[/ QUOTE ]
Thanks! Thats the entire reason I did this. Basically a place to answer all of the proc questions in a simple easy place. -
[ QUOTE ]
A subtle but minor point which may help avoid confusion for some people (like me) ...
The reason why some Click powers, such as the various rains (etc.), are allowed "a second bite at the apple" after 10 seconds is because such powers are encoded as a long chain of high speed activations, rather than as a single "lump sum" effect. This is the same behavioral model as is being used by Toggles, which use multiple activations of their effect over a period of time (such as Damage Auras, etc.). It is this "continuous activations over time" behavior which allows for additional Proc Chance(s) after 10 seconds have elapsed, rather than a simple boolean question of "Toggle? (Y/N)" that one might otherwise expect.
Thus ... Click powers such as Rains and burning Oil Slick get an additional chance to Proc every 10 seconds ... while long duration effects such as Click Fear powers only get a chance to Proc on the initial cast, since they are not continually "activating" themselves over time like a Damage Aura or a Rain would.
Note:
Oil Slick can actually be slotted with Positron's Blast, which has an Energy Damage Proc in the set. Unfortunately(?), the "damage" side of the power does not come into play until the deployed Oil Slick is lit and burning ... at which point it starts doing damage and THEN the Energy Damage Proc starts checking for chance to do damage to all (hapless) targets within the flames. So, unfortunately, Oil Slick is not "self-igniting" with Positron's Blast slotted, but can make use of the Proc once lit.
[/ QUOTE ]
Yup, that is exactly why they work like that. My intention with this mini-faq was more to answer things simply rather than get into the nitty gritty. -
I don't mind at all, thanks for reading and the comments
Edit:
Okay I updated it, I liked your wording better, tweaked one of them though. Thanks again -
What does proc mean?
Using Positron's own words "..a Proc, meaning a procedure that has a chance of happening." Source.
Or in other words, Proc(edure)s create specific effects depending on the outcome of a randomly generated number.
Does the level of the IO effect the damage of a proc?
No, the damage from procs varies by Combat Level, and has no bearing on the level of the proc IO, nor which proc. They all do the same damage, however the damage type of each proc does make a difference due to Enemy resistances. The Smashing and Lethal damage procs are more often resisted than the other damage types.
What is the chance of the proc firing?
All Damage procs have a 20% Chance of firing except Touch of Death which only has a 15% Chance.
The more you use a power with a proc (such as in fast-recharge attacks), the more often it will succeed. I11 added in new procs; the Purple Recipes, their procs all have a chance to fire of 33%. While the new debuff/knockback procs have the standard 20% chance of firing
If I use multiple procs does that increase the chance of the proc firing?
Yes and no. If you slot a 20% and 15% chance for damage proc into the same power, you do not get 35% chance for damage. What you do get is two separate chances for damage. In the end you get a 29% chance for one of the procs to fire, a 3% chance for both procs to fire, and a 68% chance for neither proc to fire. (Why does it work like this? Chance for no procs is determined as (100% - Chance of proc 1) * ( 100% - Chance of proc 2)
What about powers that only have a chance for the enhancements type to fire off (Such as Energy Blast with Explosive Strike)?
There has been much debate about this particular point; via testing and thanks to Biowraith, there is now a perfect example/proof of how this works. In essence, a power only needs to be enhanceable for the type of enhancement for the proc to fire off. The power does not even need to contain such an effect for the proc to work! That is to say, slotting an Explosive Strike chance for Smashing into a power that has a 20% chance for Knockback, it will roll the chance for Smashing proc whether or not the chance for knockback the power has inherently fires off! What's my proof? Robotics Mastermind's first attack, Pulse Rifle Blast (Tier1 attack), has NO knockback effect at all, however, the power accepts both Knockback enhancers and Knockback Set Enhancers, and yes, the Explosive Strike proc works in it.
Does the damage of the procs increase with Damage buffs?
No, all of the procs are set to ignore Enhancement and Power Bonuses. However, the procs will benefit from Resist debuffs in PvE
Do procs benefit from Resist Debuffs in PvP?
Many procs have their damage set to be unresistable in PvP. This means that while they will always apply their full damage regardless of any damage resistance the opponent might have, the procs will not do more damage when Resist Debuffs are applied.
Thanks to Auspice the following damage procs are confirmed as unresistable in PvP, Neuronic Shutdown, Ghost Widow's Embrace, Trap of the Hunter, and Unbreakable Constraint. Only two procs are confirmed as resistable in PvP, Touch of Lady Grey, and Apocalypse.
Does the damage of the procs vary with Archetype?
No, the damage does not. The damage is based on the "TempDamage" table which is independent of the Archetype.
This means that viewing the proc as a damage buff it will be a greater bonus (by percentage) in a lower damage attack or for a lower damage archetype.
Does a power have to do damage to be able to activate a damage proc?
No, procs are completely independent on how much damage if any the power does. As long as a power hits, whether itÂ’s normally a damage dealing power or not, any damage proc slotted in that power will do damage.
How much damage do the procs do?
Well, thanks to _Brev_ we have the following table! All of the procs do Damage Scale 0.67 of TempDamage Modifier. With I11 added in we now have "moderate" damage procs, that is, the purple procs. Purple procs use the same damage modifier but they are 1.0 Damage Scalar. I've added in their damage below (Obviously since it's a 1.0 damage scalar it's going to be same as the actual damage modifier).
<font class="small">Code:[/color]<hr /><pre>
Level TempDamage ProcDamage PurpleDamage
--------------------------------------------
1 -10 -6.7 -10
2 -11.05 -7.4 -11.05
3 -12.18 -8.16 -12.18
4 -13.39 -8.97 -13.39
5 -14.69 -9.84 -14.69
6 -16.08 -10.77 -16.08
7 -17.55 -11.76 -17.55
8 -19.12 -12.81 -19.12
9 -20.78 -13.92 -20.78
10 -22.53 -15.1 -22.53
11 -24.38 -16.33 -24.38
12 -26.31 -17.63 -26.31
13 -28.35 -18.99 -28.35
14 -30.47 -20.41 -30.47
15 -32.68 -21.89 -32.68
16 -34.97 -23.43 -34.97
17 -37.35 -25.03 -37.35
18 -39.81 -26.67 -39.81
19 -42.34 -28.37 -42.34
20 -44.93 -30.11 -44.93
21 -47.59 -31.89 -47.59
22 -50.31 -33.7 -50.31
23 -53.07 -35.55 -53.07
24 -55.86 -37.43 -55.86
25 -58.69 -39.32 -58.69
26 -61.54 -41.23 -61.54
27 -64.39 -43.14 -64.39
28 -67.25 -45.06 -67.25
29 -70.09 -46.96 -70.09
30 -72.91 -48.85 -72.91
31 -75.69 -50.71 -75.69
32 -78.43 -52.55 -78.43
33 -81.1 -54.34 -81.1
34 -83.71 -56.08 -83.71
35 -86.23 -57.77 -86.23
36 -88.65 -59.4 -88.65
37 -90.97 -60.95 -90.97
38 -93.17 -62.42 -93.17
39 -95.23 -63.81 -95.23
40 -97.16 -65.1 -97.16
41 -98.94 -66.29 -98.94
42 -100.55 -67.37 -100.55
43 -102 -68.34 -102
44 -103.27 -69.19 -103.27
45 -104.36 -69.92 -104.36
46 -105.26 -70.52 -105.26
47 -105.96 -71 -105.96
48 -106.47 -71.34 -106.47
49 -106.78 -71.54 -106.78
50 -107.09 -71.75 -107.09
</pre><hr />
How does a proc work in (Insert Toggle Power)?
A proc will have a chance to fire once every 10 seconds while in a Toggle, whether or not there are any valid targets in the toggle and whether the proc fires off or not it gets one chance every 10 seconds. In most Damage Toggles the proc will have a chance to fire off on every 5th damage tick (Damage Toggles tick at a rate of every 2 seconds)
How does a proc work in (Insert Rain/Emanation Power)?
A proc will have a chance to fire once every 10 seconds for the duration of the Rain/Emanation Power. For a power that only lasts 10 seconds, it will get two chances off (Tested this myself and confirmed).
What happens when multiple enemies are hit by a proc?
The proc is calculated separately for each enemy. This means if you hit 10 enemies with say, Buckshot, then on average two enemies will be effected by the proc.
Will Scourge, Scrapper Criticals, Controller Containment or Damage over Time effects increase proc rate?
No, they will not. procs are based on "per activation". For powers that are not pseudo-pets, this means one chance per use. Psuedo pets follow the rule as outlined above, once every 10 seconds they get a chance.
Which procs do what type of damage?
Standard non-unique procs
(Confuse) Cacophony: 20% Chance for Energy Damage
(Confuse) Malaise's Illusions: 20% Chance for Psionic Damage
(Fear) Glimpse of the Abyss: 20% Chance for Psionic Damage
(Hold) Neuronic Shutdown: 20% Chance for Psionic Damage
(Hold) Ghost Widow's Embrace: 20% Chance for Psionic Damage
(Immobilize) Trap of the Hunter: 20% Chance for Lethal Damage
(Melee)Touch of Death: 15% Chance for Negative Energy Damage
(Melee) Mako's Bite: 20% Chance for Lethal Damage
(PBAoE)Scirocco's Dervish: 20% Chance for Lethal Damage
(Slow) Impeded Swiftness: 20% Chance for Smashing Damage
(Snipers) Sting of the Manticore: 20% Chance for Toxic Damage
(Targeted AoE) Positron's Blast: 20% Chance for Energy Damage
(Defense Debuff)Touch of Lady Grey: 20% Chance for Negative Damage
(Knockback) Explosive Strike: 20% Chance for Smashing Damage
(Taunt) Perfect Zinger: 20% Chance for Psionic Damage
Purple unique procs
(Ranged, Purple) Apocalypse: 33% Chance for Negative Damage
(Melee, Purple) Hecatomb: 33% Chance for Negative Damage
(PBAoE, Purple)Armageddon: 33% Chance for Fire Damage
(Hold, Purple)Unbreakable Constraint: 33% Chance for Smashing Damage -
The only problem I have with the Admin alerts is the complete lack of control where it shows up.
I do NOT want my RP chat to be spammed off because of some invasion that I don't care about at the time is going on.
Just give me the ability to turn off the Admin channel in at least one tab, and I'll be happy. Give me the ability for full control of where the Admin channel shows up, but has to be in at least ONE tab, and I'll be happier than a clam.
Right now though, the admin alert is far too intrusive for us RP'ers. I have had many many friends complain about it, and I have asked them to /bug it as I have.
Is it a silly little thing? Ya I suppose so. But, immersion is everything to me, and not having a way to turn off "Invasion Alerts", and that it is in the "Admin" channel breaks that immersion. However, I admit it is a necessary evil considering the design limitations of their chat server (They are unable to add any more channels as I recall was said.)
The only thing I want is to be able to have a choice where the Admin channel shows up, that's it. That's simple enough, right? -
I am actually fairly surprised that MM /TA didn't make the list. Maybe it might have if it was up to 20, dunno though. I figured its mainly Nin/TA out there, just curious where Thug/TA, Merc/TA, and Robots/TA ranks up there percentile wise.
EDIT:
Nevermind, just clicked the link and thats cool found it myself. XD -
Two things, I could be wrong though...
With the global IO's in a toggle power, you have to be running the toggle power to get their benefit right?
And, it is my understanding that when using Granite Armor, ALL Jump Toggles (CJ, or SJ) are deactivated, as well as ALL Run Speed Toggles are deactivated (SS, and the Sprints).