Author Topic: Interface slotting ... a Why To  (Read 1229 times)

Redlynne

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Interface slotting ... a Why To
« on: June 27, 2024, 01:49:16 pm »
Credit to Placta at Homecoming for posting this information in the first place concerning Interface slot abilities. For purposes of this discussion, I'm going to be looking at the T4 effects, just to keep the permutations simple.
Increased level of detail obtained from City of Data v2 for Homecoming with some modifications to the information layout added by me.



Cognitive
Confuse (20% Core/10% Radial), stacks up to 4 times collectively: 4.3 seecond magnitude 2 confuse (I know the text says 12.5%, but the power data says 10%)
Psionic DoT (25% Core/75% Radial), stacks up to 8 times collectively: 10.709 psionic damage per second for 4.3 seconds

Degenerative
Max HP (75% Core/25% Radial), stacks up to 4 times collectively: -3.5% max hp (capped at 1000 for archvillains and similarly strong enemies) for 8.3 seconds
Toxic DoT (25% Core/75% Radial), stacks up to 8 times collectively: 10.709 toxic damage per second for 4.3 seconds

Diamagnetic
ToHit (100% Core/50% Radial), stacks up to 4 times collectively: -5% tohit for 8.3 seconds
Regeneration (50% Core/100% Radial), stacks up to 4 times collectively: -10% regeneration for 8.3 seconds

Gravitic
Recharge (75% Core and Radial), stacks up to 4 times collectively: -10% recharge for 8.3 seconds
Recovery (50% Core and Radial), stacks up to 4 times collectively: -10% recovery for 8.3 seconds
(75% Core) Movement, stacks up to 4 times collectively: -10% jump height, run speed, flying speed, jumping speed for 8.3 seconds
(75% Radial) Special, stacks up to 4 times collectively: -10% defense (ALL), healing, tohit, run speed, flying speed, confuse, terrorize, hold, immobilize, stun, sleep, knockup, knockback, repel for 8.3 seconds

Paralytic
Defense (75% Core/25% Radial), stacks up to 4 times collectively: -2.5% base defense for 8.3 seconds
Damage (25% Core/75% Radial), stacks up to 4 times collectively: -5% damage for 8.3 seconds

Preemptive
Endurance/Recovery (75% Core/25% Radial), stacks up to 4 times collectively: -1% endurance per second for 4.3 seconds, -5% recovery for 4.3 seconds
Energy DoT (25% Core/75% Radial), stacks up to 8 times collectively: 13.3863 energy damage per second for 4.3 seconds

Reactive
Resistance (75% Core/25% Radial), stacks up to 4 times collectively: -2.5% damage resistance for 8.3 seconds
Fire DoT (25% Core/75% Radial), stacks up to 8 times collectively: 13.3863 fire damage per second for 4.3 seconds

Spectral
Immobilize (25% Core/12.5% Radial), stacks up to 4 times collectively: 4.3 second magnitude 2 immobilize
Negative DoT (25% Core/75% Radial), stacks up to 8 times collectively: 13.3863 negative damage per second for 4.3 seconds



The thing that stands out to me from this presentation of information is just how GOOD of a debuffer the T4 Gravitic Radial option is, simply because of how many things it does adequately well.
Gravitic (Radial) is better than Diamagnetic for tohit debuffing (-10% vs -5%) over 8.3 seconds.
Gravitic (Radial) is better than Preemptive for recovery debuffing (-10% for 8.3s vs -5% for 4.3s).
Gravitic (Radial) is possibly even better than Paralytic at defense debuffing when the target's defense is over 25% ... however, considering that defense debuffing is largely superfluous/wasted effort at Level 45+ the value/merit of this distinction is more a matter of quibbling rather than decisive.

Gravitic (Radial) just winds up being remarkably good at a wide variety of debuffing opportunities ... so much so that I'm starting to wonder if END Sapper builds might be better off using Gravitic (Radial) to further augment their blue bar drain potential than relying on Preemptive.



Another thing to consider is that of the 5 DoT proc options, Cognitive (Psionic) and Degenerative (Toxic) are both slightly lower per damage tick (13.3863-10.709=2.6773 difference) but are also two of the most heavily resisted damage types when playing at Level 45+ (when the Interface slot option is relevant). Robots and Seers heavily resist psionic damage. Devouring Earth heavily resist toxic damage. Both of which tend to be "plentiful" during Incarnate Trials.

Bopper has a very good primer on how the DoT procs compute due to their Cancel On Miss behavior posted on the Homecoming forums.

Bottom Line:
  • 25% proc means on average, each attack will do 0.333 ticks of damage. Given that a Minor DoT does 10.71 damage (Major DoT does 13.39 damage), this equates to averaging only +3.57 and +4.46 more damage per hit for the Minor and Major DoTs, respectively.
  • 50% proc on average, each attack will do 0.96875 ticks of damage, which equates to averaging +10.375 and +12.969 more damage per hit for the Minor and Major DoTs, respectively. In this case, doubling our Proc probability nearly tripled out added damage performance.
  • 75% proc on average, each attack will do 2.288 ticks of damage, which equates to averaging +24.505 and +30.632 more damage per hit for the Minor and Major DoTs, respectively. In this case, using a 75% DoT proc instead of a 25% DoT proc has increased the average DoT output by 587% (so nearly 7x damage). Using a 75% DoT proc instead of a 50% DoT proc increased the average DoT output by 136% (more than 2x damage).
What this means in practice is that in order to make an Interface DoT "relevant" as a dependable factor in your damage throughput, you need to be using the 75% chance T4 Radial. The best way to be thinking about using T4 Radial Interface slotting for DoT stacking is that the DoT is the purpose of your choice of Interface to slot, with the "other effect" being more or less a "nice to have bonus" that happens occasionally, rather than something that happens consistently.

Another thing to consider when looking at DoT vs -Resist with respect to slotting Reactive is the notion that a single DoT delivering an average of +30.632 damage (Preemptive, Reactive or Spectral) achieves parity of throughput with a -2.5% Resist debuff if 1,225.28 damage gets delivered over 8.3 seconds.
1/0.025=40
30.632*40=1,225.28
24.505*40=980.2

My point being that although -Resist debuffing is REALLY NICE in large groups, in Solo through Team-8 situations it's probably better to rely on DoT stacking rather than -Resist debuff stacking as a means to power through to defeating hard targets. The knock on side effect of that being that a diversity of DoT proc damage types will easily overpower the results of everyone in a raid all slotting nothing but Degenerative and Reactive for their Interface slot choices.



So viewed in that light, how do the Raidal "proc extra effects" compare (which can all stack up to 4x) when your primary concern is to inflict maximum DoT(age)?
  • Cognitive (12.5%): Mag 2 Confuse for 4.3s
  • Degenerative (25%): -3.5% Max HP for 8.3s
  • Preemptive (25%): -1 END and -5% Recovery for 4.3s
  • Reactive (25%): -2.5% Damage Resistance (All) for 8.3s
  • Spectral (12.5%): Mag 2 Immobilize for 4.3s
Cognitive and Spectral have the side benefit of setting up Containment for Controllers and also having synergies with the Hybrid: T4 Control Core which has a 75% chance to deal additional psionic damage to controlled foes (confuse and immobilize count for this).

The discussion of Degenerative vs Reactive has already been argued at length previously, so I'll gloss over those options here for brevity.

Preemptive delivers such a short window of Recovery debuffing as to make the effect marginal at best (especially at a 25% proc chance), effectively making this additional effect something of a "rounding error" in how this choice of Interface slot behaves.



However, what makes all of these considerations MUCH more interesting to contemplate is the synergy with the Genesis: Socket slot options.
Genesis: T4 Socket (Core and Radial) both offer +10% Max HP and +10 Max END @ Levels 45+ ... but also includes a +10% chance to proc on whatever you've got slotted into Interface ... which makes things REALLY interesting.

Take the listing I provided at the top of this post and add +10% to all the proc chances and look what happens!



Genesis: T4 Socket (Core or Radial) @ Levels 45+

Cognitive
Confuse (30% Core/20% Radial), stacks up to 4 times collectively: 4.3 seecond magnitude 2 confuse
Psionic DoT (35% Core/85% Radial), stacks up to 8 times collectively: 10.709 psionic damage per second for 4.3 seconds

Degenerative
Max HP (85% Core/35% Radial), stacks up to 4 times collectively: -3.5% max hp (capped at 1000 for archvillains and similarly strong enemies) for 8.3 seconds
Toxic DoT (35% Core/85% Radial), stacks up to 8 times collectively: 10.709 toxic damage per second for 4.3 seconds

Diamagnetic
ToHit (110% Core/60% Radial), stacks up to 4 times collectively: -5% tohit for 8.3 seconds
Regeneration (60% Core/110% Radial), stacks up to 4 times collectively: -10% regeneration for 8.3 seconds

Gravitic
Recharge (85% Core and Radial), stacks up to 4 times collectively: -10% recharge for 8.3 seconds
Recovery (60% Core and Radial), stacks up to 4 times collectively: -10% recovery for 8.3 seconds
(85% Core) Movement, stacks up to 4 times collectively: -10% jump height, run speed, flying speed, jumping speed for 8.3 seconds
(85% Radial) Special, stacks up to 4 times collectively: -10% defense (ALL), healing, tohit, run speed, flying speed, confuse, terrorize, hold, immobilize, stun, sleep, knockup, knockback, repel for 8.3 seconds

Paralytic
Defense (85% Core/35% Radial), stacks up to 4 times collectively: -2.5% base defense for 8.3 seconds
Damage (35% Core/85% Radial), stacks up to 4 times collectively: -5% damage for 8.3 seconds

Preemptive
Endurance/Recovery (85% Core/35% Radial), stacks up to 4 times collectively: -1% endurance per second for 4.3 seconds, -5% recovery for 4.3 seconds
Energy DoT (35% Core/85% Radial), stacks up to 8 times collectively: 13.3863 energy damage per second for 4.3 seconds

Reactive
Resistance (85% Core/35% Radial), stacks up to 4 times collectively: -2.5% damage resistance for 8.3 seconds
Fire DoT (35% Core/85% Radial), stacks up to 8 times collectively: 13.3863 fire damage per second for 4.3 seconds

Spectral
Immobilize (35% Core/22.5% Radial), stacks up to 4 times collectively: 4.3 second magnitude 2 immobilize
Negative DoT (35% Core/85% Radial), stacks up to 8 times collectively: 13.3863 negative damage per second for 4.3 seconds



As already demonstrated above, increasing the proc chance for DoTs dramatically improves their opportunities to deal damage and to keep dealing damage beyond the first damage tick. I haven't done a full computation of the throughput, but consider it safe to say that +24 to +30 more damage per hit for the Minor and Major DoTs starts to feel like a lowball estimate of the damage opportunity from Interface DoTs. For one thing, the odds of getting DoT stacks to last the full 4 ticks rises dramatically. And just to be clear, 4 DoT ticks yields (4*10.709)=+42.836 and (4*13.3863)=+53.5452 more damage per hit for the Minor (Cognitive, Degenerative) and Major (Preemptive, Reactive, Spectral) DoTs at maximum, which starts feeling ... respectable ... like "have an extra damage proc set IO slotted into every damage power" respectable. Now start stacking those bonus DoT ticks up to 4-8 deep and watch the green bars just BLEED AWAY ...



I acutually tested this using a Spectral T4 Radial + Socket T4 Radial during last night's iTrials being run out of Dark Astoria while playing on Redlynne, my SR/MA Tanker (NO GET HITSU!!).
The results were pretty stark and impressive.

I don't think anyone else in the those trial raids was using Spectral in their Interface slot, so every time I saw and black pool with rings appear at the feet of my $Target(s), I knew that it was my Interface slot responsible for that effect. I was seeing Negative Energy DoTs proc VERY RELIABLY on almost everything I kicked. LOTS of DoT damage "smoking" off $Target(s) getting stacked up and doing some pretty respectable bonus damage ... enough so that it started to feel a bit like being able to "critical hit" for extra damage from a Scrapper, rather than being a Tanker. The nice thing about stacking up the DoT damage from Interface was that it would occasionally "finish off the last slivers" of HP all by itself, saving me the effort of animating another attack to deliver defeats. It was actually kind of remarkable, because all of those extra DoT ticks were something that was NOT limited by the +damage buff cap on a Tanker, allowing me to "go beyond" the amount of damage output I ought to have been capable of while using my Build Up power (Focus Chi, 6-slotted with Gaussian's to enable a 2x Buildup when activated because of the Gaussian's proc).



So for anyone who has been itching to "diversify" their options with Interface slotting in iTrials ... I would honestly recommend moving away from Degenerative or Reactive into Cognitive, Preemptive or Spectral when you have your Genesis slot loaded with Socket for +10% proc chances. Increasing the diversity of DoT damage types will deliver much harder "beatdowns" in trial leagues onto AVs and the like, simply due to the 8x collective stacking limit for DoTs of specific damage types.

After all ... DEFEAT IS THE ULTIMATE DEBUFF ... ^_~
« Last Edit: June 27, 2024, 04:45:53 pm by Redlynne »


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Redlynne

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Re: Interface slotting ... a Why To
« Reply #1 on: June 28, 2024, 01:27:34 pm »
Got some more testing done with my Ninja/Time MM ... Ku no Ichi ... last night and got some eye watering results.
  • Switching from Effect primary to DoT primary on Interface slotting, particularly with Genesis: T4 Socket in play, was DEFINITELY the right way to go! Occasionally I'd look up just to see how many damage numbers were "smoking" off the pile of mobs in front of me ... and even without my Oni Pet's Rain of Fire being in the mix, I was just seeing an almost constant stream of orange numbers (my damage) rising upwards. Better yet, a LOT of those numbers were stacking DoT ticks from my damaging attacks piling up for significant quantities of additional damage throughput.
  • Time Manipulation is a "soft control" debuff powerset, primarily focused on Slows (-movement, -recharge) with a few other controls thrown in for flavor. Previously, I had been using T4 Cognitive Core as my Interface slotting, so as to get the maximum proc chances for Mag 2 Confuse out of my own attacks and the damaging attacks of my Ninjas. However, I've realized that Slow+Confuse makes for a sub-optimal combination when there are other options on offer. The downside is that the Cognitive Confuse procs are "weighted" with the notion that a mob that gets Confused will add some additional damage dealing output in favor of the Players. However, when heavy -Recharge debuffing is involved, it is extremely likely that mobs of EB and below ranks will have expended their attacks and be "stuck" waiting for 4x recharge durations to elapse before they can attack again (while Confused). So in combination with -Recharge debuffing, stacking a Confuse effect on top of that is essentially "wasted effort" because attacks will be few and far between (due to -Recharge debuffing) and at most you're going to be "avoiding" 1-2 attacks from an NPC on PC before the NPC gets defeated ... so, not that useful of an effect.
  • Shifting from T4 Cognitive Core over to T4 Spectral Radial, however, was very nearly game changing ... particularly with Genesis: Socket adding +10% proc chance to Spectral. MOST attacks with a native damage component (such as the Ninja MM personal attacks using their Bow) are extremely likely to proc 1-5 DoT ticks of extra damage. This was especially obvious with Fistful of Arrows (the cone attack) where I could shoot into a crowd and just start seeing DoT ticks start "smoking" off almost everything I'd just shot. Then a few seconds later, Fistful of Arrows would be recharged and I could hit everything in that pile AGAIN, stacking MORE DoT ticks onto everything. It's absolutely fair to say that the DoT ticks I could pile onto stuff was easily adding 2x or more damage throughput just to my MM Personal Attacks before adding in other factors (such as IO Set procs, etc.). It was positively OBSCENE just how much extra damage I was able to output onto $Targets.
  • The switch to T4 Spectral Radial had the added benefit that the Mag 2 Immobilize proc was useful support for my Ninjas since it meant my Ninjas could get into melee range to deal their heaviest attacks and not need to give chase to remain within melee contact. This is a very subtle side effect, but I did on more than one occasion see NPC mobs trying to move around suddenly STOP when hit with damaging attacks (and the gold rings on black pool appeared under the mob's feet, showing the Interface proc was affecting them) forcing them to "halt" in place ... presumably because they had succumbed to Immobilize Mag stacking from the Spectral procs (12.5+10=22.5% chance to Immobilize Mag 2 for 4.3s). So the Immobilization "bonus" effect wound up making my Ninjas more effective melee damage throughput producers, increasing my collective DPS output.
  • During the BAF iTrial, I went to my "typical" location of the N bunker to the NE (where Nightstar spawns in) and set up to handle everything. A Blaster joined me, but found so few pickings after my Ninjas had "pre-defeated" almost everything that the Blaster wound up wandering off to go help elsewhere. With my new Incarnate slotting (and Robotics Core in Lore slot) I was basically able to SOLO that one bunker all by myself with just my Ninjas and Lore Pets, thanks to the added DoTs from Spectral procs being more reliable thanks to Genesis: T4 Socket slotting. In case that's not obvious enough, previously I needed at least 1 extra PC to help ensure there were "no leaks" from the bunker I was intercepting escapees from ... but now, that's unnecessary, because I can SOLO intercept ALL escapees from a single bunker.
However, just because Ninja/Time + T4 Spectral Radial + T4 Socket Radial looks like it's going to be one of the optimal "blends" for my particular build, because of all the debuffing (-movement, -recharge, -tohit, etc. etc. etc.) going on in concert with melee oriented MM Pets ... that doesn't mean that the particular solution I've found for MY Mastermind is going to be optimal for every other MM build out there.

For example:
I would expect that a Robots/* MM whose build is NOT heavily reliant on Slows (-movement, -recharge) would gain far more advantage out of use of the T4 Cognitive Radial + T4 Socket (Radial) so as to stack Mag 2 Confuse onto mobs while also piling on the Psionic DoTs into the bargain. That way, the Confused mobs "contribute extra damage" on the MM's behalf in a "timely fashion" because those mobs are not being -Recharge debuffed.



So as far as the 2 "control" effect Interface options are concerned, I would argue that Cognitive is better for MM with Pets that are more Ranged+AoE damage oriented (like Mercenaries, Robots and Thugs are) and that Spectral is better for MM with Pets that are more melee damage oriented (like Beasts, Demons, Necromancers and Ninjas are). Additionally, Cognitive is better for MM without -Recharge debuffing powers, while Spectral is better for MM who rely heavily on -Recharge debuffing powers as an integral part of their protection scheme for themselves and their Pets.







One of the other things I've been contemplating changing on my Ninja/Time MM build is switching from T4 Assault Radial to a T4 Support Radial in my Hybrid slot.

The downside to doing that would be a loss of +10% Damage on all attacks (and Doublehit when the Assault Hybrid is toggled on) ... but I'm playing a Mastermind, where most of my damage output is coming from procs ANYWAY and as a MM the AT multiplier for damage is pretty low to begin with (as you can see HERE). So switching from a +10% Damage "at all times" to a +8% damage "half the time" arrangement (because of the difference between Assault and Support in Hybrid) I'll be averaging less damage myself (at best, +8% for 2 minutes out of every 4 minutes, instead of +10% for 4 minutes out of every 4 minutes plus 2 minutes of Doublehit out of every 4 minutes) due to uptime on the effect vs the auto ... but it will also make my Ninjas sturdier (+8% Defense vs All) when within 80ft ... which is where I want them to be anyway for Leadership toggles and Supremacy reasons.

Ultimately, I figure that the improved 85% chance DoT stacking from Spectral+Socket will easily counterbalance any damage throughput that result from switching Assault to Support in my Hybrid slot.


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