What you need to understand is the FORMULA that gives you the answers you are looking for (which I included in my build).
Click powers use a formula that looks like this:
Time Crawl: Impeded Swiftness (3.5 PPM), Pacing of the Turtle (3.5 PPM)
- 3.5 * ((15 / ( 1 + 0 / 100 )) + 1.6) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 96.83%)
Time Stop: Neuronic Shutdown (3.5 PPM), Gladiator's Net (3.5 PPM), Ghost Widow's Embrace (3.5 PPM), Unbreakable Contstraint (4.5 PPM)
- 3.5 * ((16 / ( 1 + 16.85 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 92.53%)
- 4.5 * ((16 / ( 1 + 16.85 / 100 )) + 2.17) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 90% (Pre-clamp: 118.97%)
Slowed Response: Shield Breaker (3.5 PPM), Achilles' Heel (3.5 PPM), Touch of Lady Grey (3.5 PPM)
- 3.5 * ((90 / ( 1 + 59.11 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 90.02%)
There are min-max "clamps" to proc chances (no lower than this, no higher than that) to be mindful of.
The information slotted into the formula basically comes from the in-game database of powers.
Let's use Slowed Response as an example because it is both a Click and an AoE, so it uses "both parts" of the formula.
The procs I selected to put into Slowed Response are all 3.5 PPM (you can find this on the enhancement itself in-game when you mouseover it, if the info isn't in Mids already) ... Shield Breaker, Achilles' Heel and Touch of Lady Grey.
So the 3.5 goes into the first term of the formula.
3.5 * ((90 / ( 1 + 59.11 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 90.02%)
The next term is the BASE UNENHANCED Recharge of the power, which you can find in Mids (or in-game on the power).
In the case of Slowed Response this is 90 seconds, which goes here:
3.5 * ((
90 / ( 1 + 59.11 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 90.02%)
Next, you need Mids to compute for you the total amount of Recharge Enhancement SLOTTED into the power. This is recharge that comes ONLY from the slots in the power itself ... ignore global set bonuses and/or LotG proc modifiers, Hasten buff ... NONE OF THAT. All that matters is the Recharge Enhancement amount computed by Mids as being derived from the enhancements slotted into the power. If you put in a single +0 Recharge SO enhancement into a power, that is +33.3% Recharge enhancement. You use Mids to get this value for all of the enhancements slotted into the power because Enhancement Dysfunction (ED) makes the math really wonky to compute by hand. For the slotting that I used in my build for Slowed Response, I had a combination of 59.11% Recharge enhancement slotted into the power within the slots assigned to the power, which then goes here:
3.5 * ((90 / ( 1 +
59.11 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 90.02%)
Next, you need to get the animation time for the power, which can be obtained from Mids (or in-game). DO NOT USE Arcanatime for this number! The internal database that is pulling the information to plug into this formula "doesn't know about" Arcanatime and the data in the database is not parsed in terms of Arcanatime. So do not use Arcanatime for this if you are getting the info from Mids. Turn Arcanatime OFF in your Mids copy to see the value you should be using for this term. In the case of Slowed Recharge, the (NOT Arcanatime) animation time for this Click power is 2.27 seconds, which then goes here:
3.5 * ((90 / ( 1 + 59.11 / 100 )) +
2.27) / (60 * (0.25 + 0.75 * (1 + 25 * (11 * 360 + 540) / 30,000))) = 90% (Pre-clamp: 90.02%)
We then need to account for the fact that Slowed Response is an AoE power, which will "dilute" the chances to proc (by "spreading" it out over an area, rather than a single target). That is what the second half of the formula after the divisor is about ... normalizing the results for a 1 minute (60 seconds) time frame. There are really only TWO variables used in the second half of the formula ... the radius of the AoE (in feet) and the Angle of the AoE (to account for Cone attacks).
Slowed Response is a 25ft radius Target AoE, so it has an angle of 360º, which then goes here and here:
3.5 * ((90 / ( 1 + 59.11 / 100 )) + 2.27) / (60 * (0.25 + 0.75 * (1 +
25 * (11 *
360 + 540) / 30,000))) = 90% (Pre-clamp: 90.02%)
Once you plug in all the variables into the formula, you just
run the numbers and compute the results.
Note that this formula will yield a result of 1.0 for a 100% chance and a result of 0.5 for a 50% chance to proc.
Minimum chance to proc clamp is 5+(PPM*1.5) ... which is why a 1 PPM proc like Gaussian's has a minimum proc chance of 6.5%.
Maximum chance to proc clamps at 90% regardless of all other factors.
The formula for Toggles is slightly different (but not by much). Let's use Tactics as the go to example for this.
Tactics: Gaussian's Synchronized Fire-Control (1.0 PPM)
- 1.0 x 10 / (60 * (0.25 + 0.75 * (1 + 60 * (11 * 360 + 540) / 30,000))) = 6.5% (Pre-clamp: 2.15%) per Teammate buffed
A lot of this ought to look familiar by now (especially since I've just explained it all).
The "back half" of the formula has to account for radius (60ft) and angle (360º) and is a literal copy/paste from how it all works in the Clicks (ain't broke, don't fix).
The main difference is up at the front of the formula ... you don't have to worry about base recharge, slotted recharge or animation times when it comes to Toggles, since they just keep activating repeatedly until Toggled Off.
Just take the PPM, multiply by 10 (for the 10 second suppression duration, because it's a Toggle) ... and then divide by the "back half" of the formula (that accounts for area) as normal.
With Tactics, the computed proc chance yields an answer of ~2.15% (mainly because of the large PBAoE radius) ... which then clamps to a minimum of 6.5% for a 1 PPM proc rate.
Note that for Cone attacks, you just pull the Cone Arc (in degrees) from Mids and slot that in ... so a 60º cone uses a value of 60 (instead of 360 for a "circular" AoE).
This gets ... interesting for some powers that are coded as 5º Cones that act as "line of sight piercing" attacks that can hit more than one target (usually max 3) in a straight line.
I've got a frankenslotting arrangement that pushes the Tier 8 power in Dual Pistols out to something like 140-150ft range as a "snipe" attack, which at maximum range as a 5º cone is like 10ft wide at the far end of the cone, so that extra range can help "hit more baddies in a clump of them" when using that power at long range (often times, "too long" for Foes to attack back from, unless if they're Snipers themselves). Hover snipe FTW!
You can also have "melee range" Cones (usually 7 ft) such as the Sands of Mu power (and its counterpart in Dark Melee) and Crosspunch in the Fighting Pool, and so on and so forth. Frost in Ice Melee is one of my favorites.
Single Target powers simply use a radius of zero feet and an angle of zero (0º), which if you look at the math causes the denominator of the formula to simply default to
60 ... because there are 60 seconds per minute.
Things get more complicated for "chain" attacks, such as Jolting Chain out of Electric and the like.
For more information on how to compute those proc chances, I refer you to the original research (that I participated in) back on the
Homecoming Forums as initiated by Bopper (hat tip!).
However, once you understand the FORMULA ... you'll begin to grasp how to Proc Monster.
Short answer is that longer base recharge times, with NO recharge enhancement slotted into the power, leads to higher proc chances ... so long recharge times "are not bad" depending on the rest of the context of your build. If you have a lot of "global recharge modifiers" in your build, you can even make long (base) recharge powers (like Time Stop) have extremely high proc chances (in excess of 90%!) while still having a not bad overall recharge time in the context of the overall build (especially if you have Hasten and Chrono Shift buffing for +120% global recharge before accounting for any set bonuses or LotG proc slots). So sometimes, you WANT powers with long recharge times in your build (such as Slowed Response) in order to turn them into "reliable" Proc Monster powers.
Understand the formula and you'll start to understand how (and where, and when!) to Proc Monster.
Enjoy.