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Quote:First:I don't believe you. you and your dev team have destroyed PvP with i13 and never looked back at it, if the new rules for procs is going to work how I think it is you're about to destroy it all over again in terms of certain powers being useless again. how about you provide us an example of how flares, under PvP values will be effected by these changes if it were double/tripple proc'd. Same with neutrino bolt.
If I've got the numbers right, the 33% proc's chance to fire will be about 18%, and a 5PPM ATO proc would be 16% with 134.81% slotted recharge in flares (That's three lvl50IOs and T4 Spiritual Core) with the chance to proc increasing as the recharge rate goes down.
Neutrino bolt would have about a 26% chance instead of the 33% and 22% with the 5PPM Proc. Considering the same ammount of recharge.
Second:
You must not be big on PvP if you'll freak over a change this small. I've played PvP games were I had a literally, mathematically impossible to kill character builds ruined because the key power was actually underpowered and the attempt to improve it ended up removing the mechanic I leveraged.
If you're at all serious about wanting Dev support of PvP, you cannot freak out when balance adjustments are made. Especially when the "Balance adjustment" is in most places a buff.
It's one of my biggest pet peeves, but the devs did not kill PvP, the players did. If it didn't fit what they thought it should be it wasn't "Skilled" and "Completely ruined". The devs could do nothing right, because whatever they did was catering to "Nubs" who just happened to be whoever got their way at that specific time, with the people who didn't get their way acting like petulant children.
Half the players think you're a nub if you move, and the other half say nub to people who stand and duke it out while the poor devs are stuck in the middle. I couldn't blame them if they didn't care about PvP, but I don't think that's true. I think they -do- care, but the PvP playerbase is so split and venomous they don't know how to go about addressing it. I've abused their goodwill myself, and this thread shows itself, the devs are people pleasers who -do- attempt to cater to their playerbase. A design philosophy that does not actually sit well with good PvP mechanic design.
Of course I'd be a terrible PvP designer for this game, as the level of "Suck it up" I'd unleash upon the poor players would cause a Tsunami crisis. -
Quote:I'm not saying they're the same thing. I'm saying "Proc" doesn't necessitate random, the design of the type of proc does. Saying "It's a proc, and procs are random" is a falacy. Proc is simply a way of determining if an effect should take place, that could be random or some other qualifying characteristic.Actually, Synapse pretty much directly contradicted the belief that Miracle/Numi/Celerity are the same thing as "X% chance of" procs, earlier in this thread.
This is important, because with the two types of designs we're looking at, we have a chance for occurance and a chance for occurance normalized for averaging a number of effects per minute.
If procs don't have to be random by virtue of being procs then it's just a conflict between the two design intents, needs to be random vs. targeted number of effects per minute, and we may be able to remove the cap. -
Quote:Programmed Random Occurance is a backronym. Proc is short for Procedure, and a good way to see this in action, in game, is Proc120s. They are 100% chance procs, that happen and persist for 120s.I still think anyone saying they felt a 100% chance on something called a PROC was acceptable or even made sense?
PROgrammed Random OCcurance is what I remember PROC standing for.
A 100% chance is not even close to random.
The Procedure is figuring out if the effect should take place, and the design intent is actually conflicting. PPMs are a procedure that attempt to ensure different cycle times get a comprable number of effects per minute. The original procedure's intent, however, is less concerned with being comprable and more focused on static random.
100% rates are not against the nature of procs, but instead against the original design intent which conflicts with the new proc mechanic intent. -
Right! So with that established I'd like to make my argument for not implementing a cap to the percentage chance to fire.
Right now we have two different and clashing design intents for procs.
The first is the general design intent for procs, which is a chance for something to happen. Having a 100% chance to fire violates this intent, as it's not a chance so much as simply an added thing to happen.
The second is the PPM design intent, which is to adjust the percentage chance to fire and added effect, depending on a power's cycle time, so that any power choice with give a comprable number of 'effects' per minute. A 100% proc chance is neccessary for this, because even with a 100% chance to fire some powers cycle too slow to get the full number of intended procs per minute. The only advantage they get is knowing they will always fire, when other powers may still get more procs in a minute.
Of the two clashing design intents, the PPM design intent is the most fair to long cycle time powers. Much like the competeing designs of PPM vs. the flat percentage chance to proc, the PPM design is more fair to a greater number of slotting options, so it was in.
The same situation is found here. Two competeing design intents, with the PPM design being more fair to more powers. The original design intent should be dropped in favor for the PPM, and 100% chances to fire should still be allowed. -
....Looking through Synapse's posts in this thread, as I write my response to you UberGuy, I think I found my answer.
The designed intent for the PPM mechanic (ingoring specific procs ATM) was not supposed to be better than the flat percentage. It has little to nothing to do with how the procs were used, and has much more to do with their comparative potential benefit of use. SBEs vs IOs, standard procs in fast cycle time powers, and PPMs in long cycle time powers are all just symptomatic to reason for this change.
Both mechanics can not exist at the same time with pairity, so as a casualty of making the mechanic fit with the designed intent we are seeing the original IO proc mechanic dissapear, and a general buff to performance with procs in most situations.
That makes sense and leaves a potential opening for getting the proc rate cap removed. -
Quote:I don't really have a strong opinion on this; I'll abuse whatever they put into the game. However, how is this a balance issue? That's what my last three questions have been on this thread.
I don't know the details yet but this looks like a BALANCE issue not a BAIT and SWITCH. And I think even the cash item description says that the chance % is subject to change in the future?
If it's that the balance between regular IOs and Attuned IOs are different, you could make players able to attune regular IOs, make them a new tier of item, and make Catalysts useful. All in one fell swoop.
If it's because of abused mechanics, unless theres some way to use the ToLG proc to kill hami I didn't notice, this doesn't really change anything.
After PPMs take slotted recharge into consideration, it just feels like time invested in change for the sake of change and power creep. -
Quote:Well, lets see. In a high recharge Huntsman SoA, a Burst power could easily see a 2.26s recharge (I actually got this number from a build I've planned for myself). With the 1.188s activation you get a 3.448s cycle time. That's a maximum of 17 cycles per minute. Assume there's an Apoc proc and a Lady grey proc in there, that's 5.61 and 3.4 procs in the minute, on average. 33% and 20% chance to fire.Setting aside the cap, which seems imposed by a design imperative that has nothing to do with rate calculations, the impetus behind the change seems two-fold. (1) To make longer-cycling powers more attractive places to slot procs for reasons beyond getting a six-piece set bonus. (2) To slightly reduce the performance of high-chance procs in fast cycle time powers.
So it is explicitly a buff to some powers and a nerf to others, with the goal that most stuff in between the extremes won't change much.
3.75 and 5.625 PPMs if the previous poster's math is to be trusted. (If not please correct me)
If -my- math's to be trusted, that makes the new chance:
3.75 * 3.448/60= .21 (Rate goes up not down in a very fast cycle time)
5.625 * 3.448/60 = .323 (Rate goes down by .007 or .7%)
Medium to long cycle time powers would see a buff from the PPM vs a flat percentage, but the only thing I'm seeing take a hit is powers that should have a 100% chance, due to the number of times the proc should fire and the power's cycle time, getting cut off and powers that were using extreme recharge to take advantage of the fact -base- recharge was being considered.
This is the primary nerf (Slotted recharge time being used for proc chance). The secondary nerf is the cap. AoEs are taking a bit of a hit, but it seems some mitigating measures are being taken.
The rest is all a buff, and a level of power creep that has me wonder where the priorities are focused, and the specific whys that prompted the change. -
I'm really not understanding the why for this change.
A PPM cap, and many of the raised PPMs mean it isn't a change attempting to normalize proc rates between powers with different cycle times. A 90% cap limits the proc rates in high cycle time powers, and really, the number of times powers could be cycled in a minute limited the proc capabilties of the powers.
It isn't that the Procs were overpowered, because in many cases the proc rates are going up. If a power that could cycle 5 times a minute was too much for a proc given 6PPMs, increasing all the proc rates, in powers that can cycle that many times in a minute without exceeding the 90% rate, doesn't make sense.
If it was because the SBEs could see better performance than the standard version, there are better ways. Catalysts are all but useless after getting/using your first 5-6, and multiple people have suggested they could find a use in allowing players to attune IOs.
I just, really, don't understand why this needs to be done. Changing all procs to PPMs as a standard, that is. There's likely something I'm missing, but right now this seems like change for the sake of change. -
Something that bugs me about this change, that hasn't really been dug into too deeply
A 90% proc rate cap is antithetical to a PPM mechanic. Should a power manage to get to a 90+% proc chance, but get's capped, then it's not actually doing what it's supposed to. A proc that should go off 5+ times a minute would be unlikely with a 90% proc rate, and would be better placed in a power that gets the full benefit.
For procs to get their rate increased, it's mostly fluff considering powers that should proc at a 100% rate or would climb further over that 100% rate, but are capped at 90%.
It also makes no sense for a cap, when you start accounting for the modified recharge instead of the base recharge. Before you could say it's being abused at a 100% when it's modified recharge would be sub-100%, but when the rate adjusts with the recharge, there's no reason to cap the rate. -
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Quote:It's an alternate future in a unknown time. Who knows what's happened in the interim. It's not like we're ever going to actually get to that point, so it's not an issue. Isn't Sister Psyche still in the alternate future in the LRSF?I think that the death of Statesman and Sister Psyche rules out that future as being possible in this timeline - Recluse wouldn't waste time on trying to control a future that wouldn't ever happen
If I was an evil overlord bent on world domination, and the last 6 years of time travel told me those two heroes were supposed to be around when I eventually succeeded, and now they're dead, I'd be spending my time trying to bring them back myself.
It's incredibly do-able from a story perspective, and from a gameplay perspective, NO I did not defeat Ms. Liberty to get the Oppressor badge stop saying it it's a lie. I took a heavy, spawned some heroes, dropped manticore, dropped BaBs, then dropped Statesman. I don't even need a heavy to drop Ms. Liberty. I needed like 7 team inspirations to get Statesman. He's a tough *******; I felt good when I beat him. She managed to drop a Grave Knight every other Eagles Claw.
This isn't a nice change. -
The only thing that needs to be done now is changing back the RV AVs.
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I know with me saying this it's the pot calling the kettle black, but really?
Really?
Staff is a nice set. A very nice set.
Numerically, Mechanically, visually.
It may not be what some people wanted, but it's a good set. -
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Quote:I think you and me are talking about final resist showing the proper value, including Resist debuff Resistance and the purple patch. What Uber Guy is refering to is the breakdown display of the debuff value. That does not take any modification into consideration.Wut? Try using Surveillance on something: you'll see its resistance and defense debuffed by the power, then crank back up when they wear off.
Example: I hit scrapyard with tar patch and a Grave Knight's Achilles' Heel fires.
(So long as he isn't running ) He would have -12.5 S/L and -50% everything else displayed as his final resists. In the breakdown, just below final resists, it would show -30% from the tar patch and -20% from the proc. It doesn't adjust for purple patch or resistance in -that- display. -
Combat attributes accounts for both the purple patch and innate resistance, when looking through an analizer on my necro.
Does she have any natural resist to begin with? -
Quote:I very much agree with the purple patch issue.The only real problems I think Masterminds have structurally is that their intrinsic (and deliberate) vulnerability to AoE can get problematic in the end game, and the use of purple patch leverage can be problematic for them in high level content in those situations where their pets are not level-normalized mechanically.
Critters are also morons, but at least Masterminds can command them. The critter AI for controller pets is something I wish I could fix.
But I can't agree with a MMs ability to control their pets until:
Melee pets go melee without taking ranged pets with them and ranged stay ranged without making melee pets stand next to them (Quite likely to address issues with non-controllable pets as well)
Damage patches don't override player commands
Pets don't chain aggro and run off on their own trying to attack something
Pets don't decide to run off after certain enemies in iTrials, instead of following orders
Pets don't cycle their "Too far" animation preventing actions, when on certain maps. -
Quote:With the way damage it delivered in this game, plus the way endurance and recharge work, that's most likely true. My thought would be that it isn't the damage that separates the ATs, it's the second thing that sets them apart. Damage is required. All ATs not only have it, but need to have it. The design of each AT adds flavor; Blasters just happen to have floor flavor.But it begs the larger question across all the damage dealers. With five things vying for some form of damage dealing specialty, are there even five different ways to specialize in damage that are meaningful? If there aren't, no amount of shuffling will ever really resolve that issue.
Quote:Its important to note this is argument existed prior to City of Villains: in the opposite corner back then were Controllers. The notion was that if Tankers were intended to draw the aggro from the spawn and the Controller was intended to control the spawn's ability to attack, wasn't that mutually exclusive benefits as well? Meanwhile, Controllers still had buff/debuff in their pockets.
The eventual notion was that Controllers and Tankers could share that responsibility, a perspective that hasn't yet evolved between Tankers and Brutes to the same degree.
Except in the case of AoE hard control powers, but didn't they get their recharge times nuked because of this?
Quote:I think its more that Brutes have issues than Tankers do. Tankers are just one among many victims of the design of Brutes. They damage cap higher than Blasters (even on an adjusted basis), they resistance cap as high as Tankers, they average higher damage and DPE numbers than just about everyone, they have the best low level acceleration (Fury's net benefit is enormous at lower levels). They hit the rails in too many directions simultaneously. They directly conflict with Scrappers, Tankers, and Stalkers, and are directly significant to the archetype balance of Dominators and Blasters. Taking Brutes off the table eliminates a lot of problems in many directions that no amount of effort placed into any of those other archetypes would resolve. Not that I'm advocating the removal of Brutes from the game, but that clearly indicates to me what the central problem in this areas is.
But they should really look at MM issues first -
They should unlock the patron powers for heroes when they get the Diplomat Badge.
Defeat all the Patrons, but don't try and learn about them? Get tech, magical information, or intel? Doubtful. -
So, just to be 100% positive. The radius of gauntlet differs by power?
Good to know! -
Quote:Which is why your goal, from what I can tell, is to get the devs to review the design and intent of Blasters.Five different archetypes are not just anecdotally, but by explicit intent and design intended to fill the role of damage dealer in teams: Scrappers, Blasters, Brutes, Stalkers, and Dominators. If the four melee archetypes are crowded into overlapping roles, and the three generally considered to be capable of tanking are specifically, aren't the five damage dealers likely to be experiencing an even larger version of the same problem?
The thing is, with Blasters it's a design issue. Everything is designed with the ability to deal damage and something else. Blaster's something else just happens to be vulnerability.
With Tankers, its an implementation issue. The design was fine when Brutes and Tanks were segregated, but the crossover didn't properly consider the Brute's abilities compared to Tankers when they are both available in all content. Aggro is a yes or no, that damage isn't. A character has the attention of a critter or not. If something deals comprable damage to a Blaster; then there's a balance issue. However the Blaster still does damage. If the Brute holds aggro, then the tank doesn't. If a brute is demonstrably capable of tanking for a team, filling the exact role, and doing more damage? That's not overlap that's replacement.
That being said. Tanks have issues, but they are not a real priority. I'd put them at #4 in order of ATs needing attention. -
The graphic is a purple temp image. It's kinda small, but I believe it's the haste Icon (Forearm with and upward half circle).
I can't seem to find the thread at the moment, but I would have sworn the A-Bot inherited the build up from the patches. -
Quote:Unless mids and City of Data are wrong, every brute has Taunt auras.... and not all brutes and scrappers have taunt auras that would factor into that equation.
Also, how many targets can gauntlet actually effect? Looking at City of data it looks like 5 targets in a 3' radius. The radius of a player capsule is 1.5', which takes up space in PBAoEs, is there a similar issue for critters? What determines a hit? (asking, does the radius of the power need to just touch the capsule, or does it require covering a certain percentage of the capsule?)
When looking at large creature rigs, cataphract/ravager/Warwalker, does the apparently increased size of the collision capsule limit the number of targets that can be hit?