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Quote:Not really. Legacy Procs favored fast charging powers over slow charging powers. They also favored powers that hit multiple targets or were continuously active in Toggles, Auto Powers, and Rains/Patches.I really feel like the whole PPM mechanic was unnecessary from the start. Procs worked fine the way they have for several years.
Also, many procs had effects which were negligible and worse than slotting a SO Damage.
And some procs were thought to be so much da bomb, that they were made unique (like the barely ever procking for a few seconds Build Up Procs) which then destroyed the possibility of six slotting that set -- or any other set with a Build Up proc -- more than once in a build.
There were lots of bad decisions that went into the original Procs design. But they were made at a time the Cryptic hobbled the development team down to the Freem Fifteen, and so, things hastily went out the development cycle door and had no time for revisiting.
Unfortunately, the same bad decision making process has gone into the new PPMs, though it didn't have to be. The Devs were warned in Beta, but didn't listen.
So, while I get the drama over the changes to PPMs, what I don't get is any nostalgia for the Legacy Procs since they also have their own set of problems. I think people just got used to the poor mechanics of the old Procs... they shouldn't. Something should be done to make Procs a good mechanic.
But folks who leveraged the old bad mechanics or who have leveraged the new bad mechanics are crying 'nerf' to protect their niche, which is not helpful.
Now, I'm not saying the proposed new mechanics for I24 are the right fix; but I am saying I have little regard for those whose arguments are not based in refuting problems of the I24 changes, but who are trying to selfishly protect the bad mechanics they've successfully leveraged for their own gain whether they be the Legacy Procs or the new PPMs. -
Quote:Procs are a chance to happen. Which necessarily mean a chance not to happen. The new PPMs had a mechanical side effect that in some powers their chance to happen went to 100%. A decision was made to allow that to happen.Please stop with things like this. A random chance to fail is not enjoyable and does not add anything meaningful to the game aside from frustration. If it wasn't a PPM type but just a 90% chance to proc, then I'd be fine (probably pretty happy, in fact) to throw that into any power, depending on the proc itself. But when I'm throwing something into a power on the idea that because this power takes a long time to recharge-- even with good levels of recharge-- that the proc goes off basically every time, then I really must strenuously object to it now having a chance to fail. You're switching fully to a PPM system to, I assume, smooth out the rate of procs; don't ruin it with a miss chance. It just seems arbitrary and somewhat poor design, honestly. We already have a constant chance to miss which prevents the proc from activating, we don't need a second one on top of it.
Now that the PPM formula is being revamped, the PPMs are getting an over all buff (we don't know how much, but I'm assuming the buff is to compensate for how the change in mechanics might slightly nerf how some PPMs currently work). With that over all buff, it's likely that the PPMs which were going off at 100% would be too over powered, which justifies capping their proc rate to 90%.
That's not a built in chance to fail, unless you purposely misconstrue what procs are meant to be and assume that 100% proc rate is normal... it's not. It was an aberration which was at one time allowed and will now be disallowed.
(And please don't bring the 100% procking Health and Stealth IOs into this... they are different creatures and were made to be 100% procking from their inception.) -
Zombie Man eyes thread warily and stares at posters' craniums.
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Quote:You can only fire off a power so often because of animation time.
If you have an attack chain that requires 200% rchg to run, and you have 300% rchg, you're going to be doing LESS DPS.Quote:No, it does not, because once you've reached a recharge rate where you're firing your powers off as fast as the animations allow, any further recharge gained decreases your proc chances without increasing your performance in any meaningful way.
Edit: What he said ^ -
I want a pizza where the crust is a calzone.
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Quote:But if you're firing off you powers more frequently, doesn't that make the chance for proc go up?My concern is that, in the huge swathe of characters I have, many of them have 170%+ global recharge and sometimes upwards of another 130% in certain key powers. Some have over 200% global. The fact that procs are going to be diminished in my primary attack chains because of that value, when that amount of recharge isn't necessary for those attack chains to work but is useful for the rest of my powers, is not acceptable. The fact that buffs will reduce our proc rates is just insane.
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Quote:Old style procs are horrible for long charging single target click powers. People got used to that, but, if we had started with PPM procs and went to old-style procs, people with long charging ST click powers would be **HOWLING** mad.Dont like it one bit.... PPMs should be discarded altogether. my perf shifters, numinas, regen tissues, and miracles will be severely adversely effected and my planning for proc-ing in AoEs is tough already... this will just make it way more complicated than it needs to be.
Let me repeat: PPM is a horrible idea and should be discarded entirely.
Caveat: I'm willing to admit I don't understand the whole thing, please inform me if I'm missing details.
PPMs were to address problems inherent in legacy procs. They were unfortunately released to Live before their time. And some of the new ones are overpowered and people paid money for that overpoweredness. And so....
doom -
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An Ode to Ostumes
On mighty shoulders lay the pattern Alpha
the regimented angles inferring order
is what I hired the cast of intern staff for
to fetch me lunch: a sandwich and a soda.
But on the haunches draping a form more ragged
it looks like hammers smashing random flora
that's splattered freely round the ostume Omega
its rough hewn bits and barbs that posits savage
and when you view and know its frenetic aura...
it should have been more ustomed whilst in Beta
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((It's cold in here. I need to turn up the heat. And while I'm up, get a snack.))
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The 'idea' of the new procs per minute (PPM) code for ATOs and SBEs is to overcome a deficit of the old proc percentage per activation (which I'm going to coin as PPPA). The PPPAs were better used in fast recharging powers and AoE and 'rain patches' (i.e., continuously activating AoE powers) that would proc more often than in a single long charging click power.
So, the PPMs were designed to proc more often in long charging powers (sometimes assuring they would always go off if the recharge was long enough) and less often in fast recharging and AoE and rain powers.
Problems are:1. The new formula is baked into the code. So, no one knows for sure the actual formula... not even the Powers Team. Just an idea of what it's "supposed to be";
2. it can't be tweaked without the help of programmers (thus making changes weeks-long affairs);
3. actual testing consistently comes up with areas where they're not working as they're "supposed to"
4. PPMs risk being too overpowered a buff for single long-recharging powers and too much of a nerf for AoE and rain powers
5. on a Ustream, Zwillinger let loose a cryptic hint that the whole PPM mechanic was getting a major overhaul
So.... If you're chasing PPMs because of a perceived notion that they're somehow 'better' or 'uber' as compared to the old PPPAs... you may be severely disappointed later.
Consider PPMs as still in the beta/testing phase and wait to see how it all shakes out. -
Quote:So, I'll just go into the game and tell Michael to start doing that.They don't need new code, they just need a new vendor. Standing right next to Empyrean Michael, takes Catalysts as payment, returns emailed Character Item voucher for Catalysts. The emailed catalysts already exist, the "takes special salvage as currency" already exists, and I remember redname comments surrounding Null the Gull that adding an NPC to do some weird thing is easier than UI work or code.
No code needed at all! -
What's the best bargain for XP Boosters?
So, one would want to pay the least amount of Paragon Points for the most percentage boosts, right? If we calculate the Points needed for a 1% XP boost for 1 hour, then the 5 Pack of 25% XP Boost at 50% off costs 1.8 PP for a 1% XP Boost for 1 hour.
Because of that deep 50% discount, the only version of the 50% or 100% XP boosters that can match that is the 100% XP Boost for 8 hours, which is also 1.8 PP per 1% XP Boost for 1 hour.
Any other version of the XP Boosters will cost you 2-3 times more per percentage per hour.
So, to save Points, either buy the 50% discounted 5 Pack 25% XP Boosters, or the full price 8 Hour 100% XP Booster.
Calculation table found here. -
I'm gonna buy all the PPMs to make sure I never lose at PvP.
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Quote:Ummm... that's not how one normally denotes ninety-nine cents in US currency. If you don't have the actual cents symbol (¢ = Alt+155), the 'c' doesn't read correctly. So, use either:
- $0.99
- 99¢
- 99 cents
Quote:Create a Praetorian!
<img alt="CreatePraetorian.png"
Price: 1200 Paragon Points - 25% = 900 Paragon Points!
Quote:Enhancement Increase
Price: 1600 Paragon Points - 25% = 1200 Paragon Points!
Note: Both 'trays' are on sale as Enhancement Increase (1 of 2) and Enhancement Increase (2 of 2) for all characters on one account.
Market Location:
Account Services > Storage Increase
Quote:Recipe Inventory Increase
Price: 800 Paragon Points - 50% = 400 Paragon Points!
Note: 10 Recipe Inventory Increases are available listed as (1 of 10) through (10 of 10) for a total of 10 x 5 = 50 increased Recipe Inventory Slots for all characters on one account.
Market Location:
Account Services > Storage Increase
Salvage Inventory Increase
Price: 800 Paragon Points - 50% = 400 Paragon Points!
Note: 10 Invention Salvage Inventory Increases are available listed as (1 of 10) through (10 of 10) for a total of 10 x 10 = 100 increased Invention Salvage Inventory Slots for all characters on one account.
Market Location:
Account Services > Storage Increase -
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Quote:Just to be clear: Normal role-playing is *NOT* ever spam. Just because one doesn't like it, doesn't make it spam.Just in case you didn't know: /ignorespammer is not just for goldfarmer spam. It's intended to be used on ALL kinds of spam. Be it RP, macro spam, or anything you might find spammy, use it. You won't hear any more of it, and if enough people ignore someone as spammer, the spammer loses chat rights for a while.
Now, role-playing *can* be spammy if it's the same thing over and over again. E.g., someone types in /broadcast, "I'm a cat, meow, meow" twenty times a minute... then *that's* spam. In that case /ignorespammer is appropriate.
But, if they're not truly *spamming* and you don't want to 'hear' them, then just simply use 'ignore.' -
Full list of sale items here. Chad will have the first post of that thread updated and nicely formatted tonight.
Check out my post three posts after the one I linked. In that post I point out that your best Points per XP Boost is either the 50% off 5 Pack 25% XP Boost or the 8 Hour 100% XP Boost. Any other XP Boost purchase costs more Points per percentage boost over time. -
Quote:So, one would want to pay the least amount of Paragon Points for the most percentage boosts. If we calculate the Points needed for a 1% XP boost for 1 hour, then the 5 Pack of 25% XP Boost at 50% off costs 1.8 PP for a 1% XP Boost for 1 hour.This week, we're getting 50% XP Boosters (1 hr at 240 PP, 4 hrs at 720 PP, 8 hrs at 960 PP) and Double XP Boosters (1 hr at 360 PP, 4 hrs at 1080 PP, 8 hrs at 1440 PP).
- The original XP Booster temp powers that increase XP by 25% for 1 hour each are on sale for 50% off (1x @ 60PP, 3x @ 150PP, 5x @ 225 PP)
Because of that deep 50% discount, the only version of the 50% or 100% XP boosters that can match that is the 100% XP Boost for 8 hours, which is also 1.8 PP per 1% XP Boost for 1 hour.
Any other version of the XP Boosters will cost you 2-3 times more per percentage per hour.
So, to save Points, either buy the 50% discounted 5 Pack 25% XP Boosters, or the full price 8 Hour 100% XP Booster.
Calculation table found here. -
Quote:SBEs are Enhancements, not Special Salvage. What makes Special Salvage so special is that it has the baked in (i.e., coded) characteristic of being character bound. Look at all the other items in your Special Salvage tab.Are you certain of this? Store bought enhancements can be account bound and mailed between different characters on the same account.
So, to change that, programming coding needs to happen.
This is all Dev-confirmed info. -
I'm not spending a dime on these things... because I already had points banked from buying points previously in bulk (so, the enhancement tray was only about $10 for me). But the third bank of enhancement slots and an extra 20 and 10 slots for salvage and recipes did eat into my Points savings.
Now let's see if Paragon can put out stuff faster than my 550 PP/mo can accrue. The storage slots were the last of my big purchases... I now have enough of what I could ever need. I'm not into the consumables (and I have plenty of Tokens to buy what consumables I may need, if ever). I'm saturated with the Travel Powers... I ain't buying another one unless a specific character concept *needs* it. I haven't put extra money into the game since November.