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melee gets neither resistance
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There's no such thing as melee resistance. Resistance has no positional components. -
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How do you keep an AV's regen permanently down with dark miasma? Besides the Twilight Grasp (which gives -50% regen for 20 seconds, has a 2.37 cast time, and if used to try to lower regen would cut into DPS quite a bit) you have Howling Twilight which has -500% regen for 30 seconds and a 180 second recharge. So how do you overcome the AV's regen?
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The pet also has a Twilight Grasp that it uses along with a small amount of additional damage that it contributes. Tar Patch gives a nice chunk of -res that can be stacked with enough recharge. It's not that hard to eliminate regen, but it's not the only way to take out an AV. -
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The weapons are just effects. Yes they are technically made of polygons, but they exist no more than flaming hands do. You cannot drop your weapon.
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Actually, they're a bit of both. The movement and the actual summoning of the weapon (re: making it visible) are an effect whereas the actual appearance of the weapon is, itself, a costume option like every other costume option (albeit only visible at certain times). But then again, by a certain logic, everything we see is either a texture or an effect. -
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Wow what does your ST chain look like ?
((build up->(Flares-> fire blast->blaze)^3)->(aim->flares->fireblast -> blaze)^3)^N
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He hasn't slotted for ranged def so I'm pretty sure he'd be better off going for a blapper attack string. If he gets rid of Total Focus for Energy Punch like I suggested, he'd be able to manage Blaze>Energy>Bone>Blaze>Energy>FireBall.
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I was thinking on ST boss/EB/AV, If he gets into melee with most of those he is toast. Range actually give him some mitigation as they tend to have fewer ranged attacks and won't be able to hit him as often.
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They'll still eat his face rather quickly if he's solo. If he's on a team, then I'm pretty sure it's safe to assume that he can dance around in melee with little risk thanks to Tanks and buffs. The melee chain will be much better DPS for every situation except when he's soloing and, looking at the build, it's not really a designed soloing build. -
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Wow what does your ST chain look like ?
((build up->(Flares-> fire blast->blaze)^3)->(aim->flares->fireblast -> blaze)^3)^N
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He hasn't slotted for ranged def so I'm pretty sure he'd be better off going for a blapper attack string. If he gets rid of Total Focus for Energy Punch like I suggested, he'd be able to manage Blaze>Energy>Bone>Blaze>Energy>FireBall. -
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I just got back into CoH, I played from issue 1-6 or so, been playing WoW for 3-4 years. Anyhoo I'm looking for a bit of advice getting my scrapper back up to snuff, Im currently Claws/Invuln which I understand has been nerfed back to the stone age from the guides Ive looked at. Just looking for a point in the right direction to whats the top dps build right now, thanks.
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Top DPS at the moment is either Fire/Shield or DM/Shield. The nice thing about them is that they're also capable of remarkable survival because it's not particularly difficult to softcap their defenses. Claws/Invuln is still a perfectly viable build. In fact, with the I13 changes to Invuln, it's actually remarkably good. -
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Umbral can you take a look at my fire/energy's recharge build? Anything I can improve on for maximizing DPS and recharge?
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The slotting doesn't look too bad. Remember that Energy Punch is better than Bone Smasher and Bone Smasher is better than Total Focus. You're going to want to drop Hecatomb into Energy Punch (which is great because it sync's its recharge with Blaze's). Another suggestion would be to put the Blessing of the Zephyr KB protection IO in Super Speed, either of the run or jump stealth IOs in Sprint (or the sprint of your choice), and replace the Karma KB prot IO with an LotGef IO. It'll net you a bit more defense and a bit more regen.
If I keep getting questions like this all the time, I'm gonna need to get "Attack String Guru" added to my forum title.... -
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FU>Lunge>Strike>Dominate with 3.69 recharge
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That should be 200+ dps @ 4.52 EPS not counting the stacking of FU, but also not counting the delays due to redraw. I'd say that's well worth the switching of slots. The only thing I can't say is how much the redraw will hurt, but If you can maintain 165+ after redraw that's still very nice. (I estimated 165 after redraw, but that's as much a WAG as not.)
IF anyone can tell me what the re-draw time is, and what the reduction on the next attack is, if that reduction even still applies, I'd love to hear it.
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AFAIK, it's a matter of 1-2 clock intervals (.132 - .264 seconds). -
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Didn't we just have this discussion in another thread? While it'd be nice to have her doing so, they would only be animations and not actually striking anything in the game, because of the limitations on the engine.
We don't have interactive items, but if she could be made to have a "propel-like" power, she could 'summon' a boat, and perform the animation of picking it up, hurling it - that would probably be about as close as the current engine would do, and I think it'd be awesome that way too.
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Since when is it wrong to improve animations in an animated game?
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It's not wrong. It's not worth it. What the OP is asking for isn't a better animation. It's a complete overhaul of the system by which the engine animates and detects collision. The game doesn't detect collision for animations. It only detects collision for location (re: where whatever it is is standing). -
If you change up the build some (re: more recharge in Follow Up and Lunge), you can run a simple but deadly attack string of FU>Lunge>Strike>Dominate. Considering the DPA of the attacks you've got, that's pretty much as good as it will get. The important thing to realize is that you're going to need to get the recharge of FU and Lunge down to 3.696 (224% +rech). The simple method would be to drop 2 of the slots off of some other power and simply add a level 50 common recharge IO to each of them, giving you all of the recharge you need to run that simple but dangerous chain.
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Nice job on that build (beat me by 20 min!). Good call on the Snipe set too--you got your recharge a bit higher than mine, and really good call on the Surveillance. I wouldn't bother w/Fire Blast as a filler though, unless you think the better defiance #s are worth it. Shocking has as high a DPA as Havoc so even though it has a slightly longer animation than Fire Blast (thus weighing down the overall DPS), Shocking has a far higher DPA to start w/that Fire Blast.
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Yeah, I'd probably actually go with Shocking Grasp rather than Fire Blast now that I think about it. The 11% defiance versus the 6.6% defiance really doesn't contribute a noticeable amount, plus it does have remarkably respectable DPA. It would also create a gap in the attack chain, waiting for Blaze to recharge for a couple clock intervals after Shocking Grasp finished. It would actually increase the DPS by a fair margin actually, but I'm not in the mood to redo all of the math. -
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hmmm but then since I'll be teamming instead, I think a little of defense buff would always manage that =o or am I so wrong? =X <- has no idea about AE farm. (yeah I just got back to the game =/)
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To be able to remain softcapped against a critter using Build Up, you'd need ~75% +def. -
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We'uhd. I'm showing better regen, and better dmg (with BU up)
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You do realize that the reason your BU is showing as being so huge is because it's factoring in the proc, right? You're not going to get 200% +dam and 71.5% +tohit every time right. You're going to get the exact same +dam that my build is except for one out of every 20 activations on average will have a 5.25 second period wherein you've got an extra 100% +dam over mine. Also, keep in mind that the build I showed you has significantly better uptime on Build Up than yours does. Mine recharges in 24.9 seconds and yours recharges in 34.6 seconds. ~40% uptime versus ~27.5% uptime means that my build gets significantly more benefit over the long run than yours does. Not to mention the fact that I'm packing AH procs to further increase damage. -
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Why not have it for Acid Blood, to be a damage aura that goes off when you reach certain health levels, like the SR passives. Every 10% you go down could stack a damage aura of 1/5th (or so) the strength of a regular one on you.
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Did someone really just mimic my own solution to this? Really... -
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I can't seem to find the one I made changes to. Although, I should mention my build is for pvp.
But I'd like to hear how you two naysayers think it's bad! Considering I do my own builds, it's at least a learning experience.
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Look at the differences between the one you posted and the one I posted. I've got more recharge, a boatload more defense, a better attack string by a large, and more damage by a large margin. The only thing your build has over mine is that yours has a small amount of additional regen over mine, which is rather ignorable when you consider the sheer hp/sec that regen is already capable of putting out. 6 hp/sec when the power set is capable of putting out 90 hp/sec (with Reconstruction and Dull Pain along with passive regen) without having to dip into Instant Healing is really insignificant, especially when compared to all of the additional defense and resistance that I've got that you don't. -
Got a build for me to work with so I can see how much recharge you're packing the various powers?
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If they're AE bosses, then what's killing you is less likely to be your own defense and more likely to be your opponents' Build Up activations (which functionally act as a defense debuff that you can't resist). Common wisdom has said for a while that soft capped toons don't AE farm well, mainly because of the prevalence of tohit buffs available to AE critters.
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base for weave is 5%
base for cj is 2.5%
proc 3&
totals to 10.5% so baddies would have a 35% base to hit w/o modifiers or enc's in your build
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Someone needs to learn about the Scrapper self buff scalar of .75. -
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If you are worried about animation times in your attack chain redraw is supposedly not a factor.
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Actually, it is, albeit a minor one. Keep in mind however, that the attacks were given their numbers when redraw time was factored in to the animation time. When the redraw time was removed from the base animation time (making the actual attacks faster), there was no reduction in damage to account for the now higher DPA. The simple way to think of it is that you receive an animation speed bonus by using attacks with the same weapon concurrently and there is no penalty for using powers that cause redraw (except for the loss of said bonus). -
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Has anyone actually been able to acheive a perma 300+ dps single target?
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Here's my attempt.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Natural Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/EndRdx/Rchg(3), Decim-Acc/Dmg/Rchg(5), Decim-Build%(5), Decim-Dmg/Rchg(7)
Level 1: Electric Fence -- GravAnch-Immob(A), GravAnch-Immob/Rchg(25), GravAnch-Acc/Immob/Rchg(27), GravAnch-Acc/Rchg(27), GravAnch-Immob/EndRdx(29)
Level 2: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(21), Ragnrk-Acc/Dmg/Rchg(23), Ragnrk-Acc/Rchg(23), Ragnrk-Dmg/EndRdx(25)
Level 4: Charged Brawl -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(9), Hectmb-Dmg/EndRdx(9), Hectmb-Dam%(11), Mako-Dam%(11)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 10: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(17), Mako-Dam%(19)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 14: Super Speed -- Run-I(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
Level 18: Blaze -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(31), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(33), Apoc-Dam%(33), Dev'n-Dmg/Rchg(33)
Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43), Mrcl-Heal(50), Numna-Heal(50)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc/Rchg(48), P'Shift-Acc/Rchg(48)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(50)
Level 26: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(34), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/ActRdx/Rchg(36), Mantic-Dmg/EndRdx/Rchg(36)
Level 28: Thunder Strike -- Amaze-Stun(A), Amaze-Stun/Rchg(37), Amaze-Acc/Stun/Rchg(37), Amaze-Acc/Rchg(37), Amaze-EndRdx/Stun(39)
Level 30: Maneuvers -- LkGmblr-Rchg+(A)
Level 32: Stealth -- LkGmblr-Rchg+(A)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
Level 38: Shocking Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 41: Body Armor -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(45), ImpSkn-EndRdx/Rchg(45), ImpSkn-ResDam/EndRdx/Rchg(46), ImpSkn-Status(46)
Level 44: Surveillance -- RechRdx-I(A), UndDef-DefDeb/Rchg(45), UndDef-Rchg(46), UndDef-Rchg/EndRdx(48)
Level 47: Invisibility -- LkGmblr-Rchg+(A)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
The attack string is Surveillance>Blaze>Charged>Havoc>Blaze>Charged>Fir eBlast>Blaze>Charged>Havoc
Ignoring the initial run through to generate Defiance and Surveillance stacking, the conditional effects would appear as follows (including chance to miss in Surveillance and Deci proc)...
Surveillance: (doesn't deal damage)
Blaze(1st): 33% +dam from Defiance, 26.6% -res from Surveillance
Charged(1st): 39.6% +dam from Defiance, 26.6% -res from Surveillance
Havoc(1st): 45.1% +dam from Defiance, 26.6% -res from Surveillance
Blaze(2nd): 44% +dam from Defiance, 26.6% -res from Surveillance
Charged(2nd): 44% +dam from Defiance, 13.3% -res from Surveillance
Fire Blast(1st): 34.1% +dam from Defiance, 13.3% -res from Surveillance
Blaze(3rd): 45.1% +dam from Defiance, 4.75% +dam from Deci proc, 13.3% -res from Surveillance
Charged(3rd): 45.1% +dam from Defiance, 4.75% +dam from Deci proc, 13.3% -res from Surveillance
Havoc(2nd): 45.1% +dam from Defiance, 4.75% +dam from Deci proc, 13.3% -res from Surveillance
With 24.5% +dam from set bonuses, and including slotting, that gives each of these attacks damage as such:
Surveillance: (doesn't deal damage)
Blaze(1st): ((170.46*(1+.33+.9789))+35.3) * 1.266 = 542.95
Charged(1st): ((109*(1+.396+.8992))+49.66) * 1.266 = 379.59
Havoc(1st): ((144.59*(1+.451+.9829))+14.36) * 1.266 = 463.71
Blaze(2nd): ((170.46*(1+.44+.9789))+35.3) * 1.266 = 566.69
Charged(2nd): ((109*(1+.44+.8992))+49.66) * 1.133 = 345.15
Fire Blast(1st): ((84.7*(1+.341+.8917)) + 0) * 1.133 = 214.26
Blaze(3rd): ((170.46*(1+.451+.9789+.0475))+35.3) * 1.133 = 518.45
Charged(3rd): ((109*(1+.451+.8992+.0475))+49.66) * 1.133 = 352.37
Havoc(2nd): ((144.59*(1+.451+.9829+.0475))+14.36) * 1.133 = 422.77
Total Damage = .95 * (542.95 + 379.59 + 463.71 + 566.69 + 345.15 + 214.26 + 518.45 + 352.37 + 422.77) = .95 * 3805.94 = 3615.643
Total time = 13.728 seconds; DPS = 263.377
Discounting miss chance and including Build Up and Aim (which I excluded for simplicity's sake), I'm reasonably sure that the DPS could reach 300+. -
That build made me cringe more than a little. No Parry. Poor slotting on a number of those powers. Poor placement of uniques. All kinds of bad.
Here's the one I build for someone a while ago. The open slot in Resilience is for the Gladiator's 3% +def IO. The end cost is a bit high, but the performance is stellar.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Natural Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Hack -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(11), EndMod-I(13)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(13)
Level 8: Parry -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(19), LkGmblr-Rchg+(19)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(23), Dct'dW-Rchg(23)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(25)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Regen/Rcvry+(27)
Level 18: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(34)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(40)
Level 32: Head Splitter -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(42), Achilles-ResDeb%(43)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(43), RechRdx-I(45), RechRdx-I(45)
Level 41: Petrifying Gaze -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(45), UbrkCons-Acc/Hold/Rchg(46), UbrkCons-Acc/Rchg(46), UbrkCons-Dam%(46)
Level 44: Dark Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(48), Apoc-Dam%(50)
Level 47: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
Level 49: Resilience -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
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/signed
I would love the addition of a "Looking for Cannon Missions" and a "Looking for AE Missions" buttons.
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There are Cannon missions? Oh, you meant Canon missions (though it would probably remain Looking for Missions).
The biggest problem I've got with the search function is the inability to search for a specific level range. It's possible with all of the other complex search functions we've got (BM/WW is the most obvious), but, it's sadly lacking with our outdated find member function. I really wish they'd just get pohsyb and some of the other code monkeys to overhaul it because it really is rather bad. If you want to actually get a decently specific search in (re: not a 10 level gap when you're looking for people in a 3-4 level range), you're better off using the /search command than the actual Find Member window. They just need to update the UI to provide input for /search. The functionality is all there. -
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Don't you think acid attacks should probably do a mix of toxic and fire damage? Since acid well... burns?
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Acid is only considered to burn because it leaves similar appearing injuries and has a vaguely similar feeling as it occurs (quickly freezing a point on the body also feels quite similar to both of these sensations and leaves a similar wound in appearance).
Fire damage is dealt via intense heat. Most (re: all) acids don't generate an appreciable level of heat when they contact skin. It would actually take some very complex finagling to actually make it so that, while the acid was violently bonding with your skin, it was also giving off extreme enough heat to actually damage tissue. Interestingly enough, at this point, the fire damage dealt would still be relatively minor compared to the forces at work involved in the acids and bases on the target in question.
Chemical burns have very little similarity to thermal burns. Acid and poison should do toxic damage. Fire and heat should do fire damage. Unless it's boiling acid or poison, no attack is going to do both. -
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You guys should make one of those for blasters
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I have an Elec/Nrg and an Arch/MM at 50 (see sig), neither of which sees much play any more because neither of them is quite as entertaining as my Scrappers. Sure, the Blasters will do more damage, but they sure as hell can't take a beating like my Scrappers which means that I have to actually wait til someone else takes the alpha for me, a capability I've very rarely shown any penchant for. -
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The only powers I can think of off the top of my head that offer more chances to proc are rain powers, because they make a to-hit check against anything within the radius of the power for each tick.
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Actually, the rain powers do still have a target cap (almost always 16). The reason that they'll get an additional proc chance is because they last longer than 10 seconds, which allows them to get a proc attempt on the first tick (.2 seconds after summon) and again 10 seconds later (10.2 seconds after summon). They'll only check twice during the entire duration of the power and only against the targets in the area of effect at that time. So you're mostly wrong but slightly right for the wrong reasons.