-
Posts
10683 -
Joined
-
Quote:I do not believe that is how maintained powers with activation periods are intended to work.They're detrimental (quite so at large amounts of recharge) to rain of fire though. The low percentage chance to proc is based both on it's large area of affect (25 feet) and the fact that as a patch, the 'recharge' that the PPM is based on is the 10s of its activation time rather than the 60 seconds of the power's actual recharge.
-
-
Are you still planning on making PPM procs use activation period as cycle time for passives and toggles, and if so is the 5% floor valid for rapidly ticking powers?
-
Quote:As a matter of fact, the burnout mechanic is *exactly* what inspired me to think about this particular buff/debuff set idea. But its tricky to do right because its *immensely* exploitable if done wrong.I've always liked Kinetics/Transference and tried to work a +end power in most buff/debuff Sets I came up with. When the new Burnout/Concentrated Strike was revealed, everything just clicked: Make a powerset that heals both bars and buffs recharge (maybe even take advantage of the aforementioned mechanic) to help reduce the downtime.
Even though Kinetics comes pretty close (but still has several enemy based attacks), we don't have a set focused on reducing downtime and help where IOs can't. Basically, we have extremely potent debuffing sets, but pure buff sets are not that attractive when the entire team sports expensive IO builds (except Kinetics and its exotic buffs, of course).
I'm really eager to see your take on this. -
Quote:Not really all that odd. Two really good reasons for that distinction:This looks good in my opinion, Synapse.
It's odd, balance-wise, that it takes into account enhancement recharge and not global recharge (creating situations where people can improve proc rate for the same actual recharge by maximizing global and minimizing enhancement recharge), but I understand the compromise since external recharge buffs are always global, and I find it acceptable.
Thanks again for addressing our concerns.
1. ED and invention designs limit the amount of recharge you can slot in the first place, so no matter *why* you do it, the range of values you have to balance for is much lower.
2. Slotting is something you do. You have theoretically full control over it. And its *likely* someone isn't going to *slot* for far more recharge than they need for any particular power, separate from the actual slotting limits that exist. But global recharge is something you build for all your powers, even ones that don't need it, and recharge buffs are ally buffs that should, in the general case, not reduce your performance in noticeable ways. From a balance-perspective, ally buffs have always had a larger discretionary range of performance than self buffing and enhancement have. -
Quote:If this was also true back in I10, then either you play Blasters far better than the average player, or you play defenders, controllers, and dominators far worse than the average player, because the impact of mez on Blasters was measured to be significantly worse.What I don't understand is the 2nd paragraph. Being "perma mez'd" by a Rikti Chief Mentalist is no fun...I've been there with plenty of toons.
But this isn't something that happens only to Blasters, it happens to every "squishy" that doesn't have a mez protection power in their primary or secondary.
Again in the 1-50 content; my defenders, controllers, dominators (I don't get perma-dom until lvl 50 usually), etc...all get held/mez'ed and they can't do their job. -
To be a tankmage in City of Heroes, you have to be a Blaster with high defense. As the other archetypes either lack high defense or lack being a blaster, there are no other tankmages in City of Heroes.
-
Quote:Adding to Synapse's post, when I was working with the devs on the cone formula problem, the formula that was passed to him straight from the code was:This looks really good. It means that I won't be nagged to death to redo builds so double thumbs up from me, but I have one question.
Can we get the area factor formula ?
There is one floating around the boards that states
Area Factor = 1+(0.15*Radius)-(0.011*Radius*(360-Arc)/30)
1+(Radius*0.15)-(Radius*0.00036667)*(360-Arc)
That's essentially identical to the one we've been using (ours comes from a spreadsheet implementation of the formula from long ago).
Footstomp should have an AoE factor of 3.25 as you calculated, but melee PBAoEs have been known to use the wrong AoE factor because of spreadsheet errors. Footstomp is one of them. Critically, the PPM algorithm as I understand the implementation will be using the actual Radius and Arc of the power to compute their AoE factor for PPM purposes, which means even if the power's damage, recharge, and endurance costs are balanced around an incorrect area factor the PPM code will compute and use the "correct" factor.
(I base that on the fact that the original bugged Cone implementation accidentally used the Arc value directly without conversion, and Arc is stored by the game in radians not degrees). -
Quote:The game would have to keep track of the last time every power fired, possessed by every player currently logged into the game. That's a lot of data to track in real time.Is it possible to, instead of using the actual recharge number, use the recharge that would be required given the last use of the power? That is, if the power has a recharge of 30 seconds, and I last used it 15 seconds ago, I must have about 100% recharge. If I last used it 30 or more seconds ago, I'm using effectively 0% recharge. Whether the power was up or not, I wasn't using it, and the proc wasn't going off. This would have the effect of letting procs charge up to some cap (maybe the current IO % chance) on the first fight, or in powers one does not use as often as they come up, but would achieve the reduction of proc effect in spammable powers if you spam them. That way at least the penalty for high recharge is only applied if you're actively using the recharge on the power in question, which I think might save a lot of arguments.
This was the very first idea I thought of actually, but I didn't think it was even worth torturing Synapse into investigating it. I thought the programmers would tell him that was a slap in the face. -
Quote:I wouldn't oppose a revamp of Brickstown, but actually for the opposite reason. I don't know why, but for as long as I've played the game I've always tended to head in the direction of Brickstown and not Founders: I've tended to street hunt there, run the content there, etc. I cannot fully explain why. In fact, given that most of my characters have magic, natural, or tech origins, that preference is even more inexplicable.To re-post something I said before:
"Brickstown always felt like a 'detour' where the 'real' path lead to Founders.
It's got limited amenities, was harder to get to and never got much in the way of new content.
It *may* be travel. Founders Falls has more impediments to travel. Traditionally superspeed without leaping ability in the days before inherent fitness meant the waterways were moats, the tall buildings block long-range teleportation, and they become a maze for fliers and superjumpers. Brickstown tends to be a bit more friendly to travel. -
Incidentally, I should mention that long before I actually did the calculations, I had a decent idea what the results would be. In my opinion, the practice of numerical estimation is something that I don't think is taught enough (or at all) so as one of my pet projects, I'll go back and analyze my own prior assertion: why was it reasonable for me to assert SS had virtually no chance to outdo Staff on AoE *before* doing these calculations, which I actually only did in response to Combat's calculations. How did I know it was worth the time to double-check them, because there was likely an error or set of errors in them?
Well, this is how I looked at the two sets. Staff has three AoEs, SS has one. If you do attack calculations often enough, you start to notice that DPC - damage per second over a cycle - tends to be similar for most attacks. It tends to lie in the range of 0.15 - 0.21 for single target attacks, and about 1/2 to 1/3 of that value for AoEs depending on AoE factor, and most cluster even tighter than that. And that's because of the damage/recharge formula that makes higher damage attacks have longer cycle times in almost (but not quite) direct proportion. And actually, higher damage attacks tend to have higher DPA but lower DPC.
Anyway, because DPC isn't all over the map, three is going to beat one. However, FS has a ten target cap and only one of Staff's AoEs has the same cap: the other two have five target caps. So really, its more like a two vs one comparison. That's still double.
Of course, SS has Rage. But can Rage *double* the output of an AoE? Of course not. If you're boosting damage by +80% on something that has about 200% base damage with slotting, you'll really be boosting damage by about 40% overall. Not enough.
In fact, if we say that Staff has 100% and FS alone is then 50%, Rage should make that about 100 vs 70, 40% more than 50.
And guess what: the calculations say its 71%. I got a little lucky there, because the margin for error is higher than that. But I did not get lucky at all that the number was *around* 70%, because that's where the numbers had to land approximately.
That's guestimate one. Guestimate two then says there are two more factors overlooked: Rage's crash should cost SS an additional 10% (slightly less than that, but I'm guestimating here) and the fact that Staff can saturate an AoE chain at the recharge cap means SS will benefit a little more from that last stretch of recharge above 350% or so. By about 15%ish or so. Those two factors roughly cancel out, maybe boosting SS's numbers by 5%. So my guestimate #2 with those factors included would have been something like 74%. And the fact that guestimate 2 is very close to guestimate 1 suggests that adding in further smaller factors wouldn't budge that number by much.
The two guestimates roughly bracket the final number, which is not surprising. If someone told me SS calculated to be 80% of staff's AoE, I would have assumed that was reasonable. I might not have even double checked. 90% would have triggered a red flag. Over 100% basically demands a double check, even if the calculations were mine: the guestimate doesn't have that much margin for error. It would imply that Footstomp was a *spectacular* AoE and it can't be: not with 20s recharge and about 2s cast time, unless its damage had a really big typo.
Estimation is, I think, a very important skill for anyone doing calculations. Because really its very difficult to triple check every single calculation you do, and even when you do you might still make an error. I make them all the time. Most never reach the forums, because most of the worst of them set off a guestimation alarm in my head where the numbers come out wildly wrong. I'm sure anyone who calculated SS's AoE to be fifty times Staff would know something was wrong. Ditto ten times. Most people would know it can't be five times. But when you get down to 1x: many people would think that could be possible. A good estimator would know it wasn't very likely and would double check. A really good estimator would know even 0.9x was something worth double checking. For me, the limit would have been about 0.80. For me, that number was possible, but unlikely, and thus worth double checking.
For that matter, anything lower than 0.65 would also have been worth double checking, because even though that's still within the margin for error, claiming Staff was anything better than the gross estimation, or conversely that SS was anything worse than the gross estimation, would have been a dangerous assertion to make. It would not have been justifiable given the rough estimate, which means the precise calculations would have needed to be as error free as possible.
Everyone has made the calculation errors that Combat made, myself included. They happen. The important thing is to always be a little skeptical of calculations, especially your own, and to double check them against rough estimates which are going to be fuzzier but also by virtue of being simpler have less chance for a major calculation error. Without that sense of general estimation, calculation is wandering the desert without a compass. There's no way to know if you're heading in the right direction, and no way to know when you've reached the right destination. -
-
Quote:I have to presume what a States Attorney General and the Federal Prosecutor will do in regards to much more serious matters every day, or I wouldn't be able to function professionally. I'm right often enough to not be posting this from prison.Don't assume you know what a State Attorney General or U.S. Attorney would do in regards to a video game. I don't. I don't think this is a crime either, but then there are people in prison right now for things that don't seem to be fraud on their face.
There are also people who assumed they wouldn't die from a lightning strike yesterday that were wrong. Just because anything is possible, doesn't mean its reasonable to act like everything is likely.
By your rationale, nothing is necessarily legal, or illegal. There are people in prison right now for things they didn't even do. Also, NCSoft could find themselves sued for giving refunds couldn't they, under a variety of legal doctrines. They are a publicly traded company. -
-
Quote:I already have a problem. The numbers don't seem right. GS does 1.15833 DS, IS does 1.66, and Eye of the Storm does 1.23 without the bonus and 1.476 with the bonus. That means GS-IS-GS-EotS should do 1.15833 * 2 + 1.66 + 1.23 = 5.20666 DS without the bonus and 5.45266 with the bonus. With the 10% resistance debuff that would be 5.99793 DS with the EotS bonus. At the target caps that would be about 38.11 DS/sec. I get the same total arcanatime (9.11s) so that is 0.659 DS/sec and 4.18 DS/sec. With the total damage buff you mention above that's 1.38 DS/sec and 8.79 DS/sec for Tankers and 2.37 DS/sec and 15.06 DS/sec for Brutes.How about this:
Let's assume staff is using its best possible chain, which would be something like GS-IS-GS-EotS. We will assume FoB, and the bonus damage/-res for EotS.
Said chain would deal 5.662 base damage after -res, 32.783 if all hit their max targets. It does that in 9.11 seconds, so it will vary between .622 base DS per second and 3.5986 base DS per second. Assuming FoB and 95% enhancement, 1.306 DS/s and 7.56 DS/s. On brutes, if we assume a 150% boost from Rage, those numbers rise to 2.2392 DS/s and 12.955 DS/s.
If I use a more accurate calculation that factors in the variable MoB buff, it would be 1.32 DS/sec for tankers instead of 1.38 DS/sec which is slightly lower, but still higher than your 1.306 estimate.
Quote:Therefore, SS on tankers will need to exceed 7.56 base DS/s to beat's Staff's max, and on Brute's it will need 12.955.
First, let's look at single rage on both ATs.
With no recharge, tanker footstomp deals 1.79 DS/s at max (assuming a 10 second wait every 120 seconds). At the recharge cap, it would deal 8.95 at max. Therefore, it is possible for a tanker to overtake staff with just FS with high recharge, using only single rage. The point at which FS alone matches Staff's greatest potential is 322% recharge with a single application of rage.
The bigger problem: you then multipled by 5. Can't do that. Recharge buffs speed up recharge but not cast time. At the recharge cap the cycle time drops from 22.1s to 6.1s, not 4.42s. That means at the 10 target cap Footstomp increases to 1.42/6.1 * 10 = 2.33 DS/sec unslotted, 6.4 DS/sec slotted to 1.95 with +80% rage.
A small problem that will get bigger later: you assumed Staff couldn't get any better at the recharge cap itself. At the recharge cap you can run GS-IS-EotS. That means only every other EoTS will get the bonus damage, but you are now running the 10 target cap power more often. GS-IS-EotS-GS-IS-EotSBonus generates marginally higher results: 4.26 DS/sec instead of 4.18 DS/sec for base numbers, and with the same damage slotting numbers above it would be then 8.95 DS/sec for Tankers, compared to 6.4 DS/sec for Footstomp with stomp with single rage. Footstomp is never catching Staff Fighting at any level of recharge. Having one of the best AoEs out there and Rage to power it gets it respectably close, but its still only 71% of Staff's AoE output.
At double stacked Rage you'd be at 0.64 DS/sec * (1.95 + 1.60) = 2.272 DS/sec, but with two crashes per cycle you'd be active for an effective 2.272 * 100/120 = 1.893 DS/sec. At the recharge cap, that would be 6.86 DS/sec. That's still nowhere near Staff Fighting's 8.95 DS/sec, and I'll bet you probably thought double stacked rage would have helped more.
Quote:However, let's add in one other AoE.
But lets look at adding DO anyway. Adding Dark Obliteration is not going to have the net effect you think. Because Dark Obliteration, even though it has high recharge, also has high DPA for an AoE. In particular its higher DPA than the staff attacks. And that's important because as I said: DPC is important for non-full chains, DPA is important for full ones. And the Staff chain is full. Which means its to the advantage of Staff to insert Dark Obliteration whenever it comes up. Which actually means Staff is going to be using Dark Obliteration about as often as Super Strength will be.
Because of Rage, DO is going to benefit SS somewhat more. But its not going to be absent from the Staff Chain because its single target DPA is higher than Staff's attacks and its target cap is higher than GS and IS.
You're now comparing a set with two AoEs against a set with four AoEs in a recharge environment where three is enough to make a full chain. And that's an environment where Rage can potentially close the gap on a set. But even so, given the numbers it looks like it would be close. However, at this point I think its your responsibility to demonstrate your assertion with your own calculations, given that unless I've made a mistake myself, yours appear to be faulty in a few very critical areas (the biggest of which overestimates SS damage by about 40%). -
Quote:It is an inescapable fact that quantitative balancing problems and solutions will have the most dramatic effects at the margins of performance. Anyone who lives there will be the most affected by game balance changes over time. That's a truism. You can disagree, in the same sense that you can disagree with arithmetic. The only question is whether any dev team would expend far more resources to address those issues at the margins than they would everyone else combined, and the answer is essentially always no.I would have to disagree with this statement. Every playstyle is an important consideration for game balancing.
Looking for a way to mitigate the issues at high recharge is a reasonable step in this case because I believe that mitigation comes at low cost in resources and design impact. However, if that were not true, the high end performance area would lose. They always have, and always will. You can argue with me about it, but I'm not in any position to change it. I'm only commenting on it. -
Quote:Probably not, but it is true that min/maxers tend to bear the brunt of balancing changes - as they should in my opinion. Of course the people who build for 300% recharge are going to see the most dramatic changes downward when anything related to recharge is game-balanced, because they are out on the bleeding edge of maximum performance. While some of that can be hedged, and in this case a properly implemented floor can mitigate most of this problem, I would think min/maxers would have learned by now they are not the important consideration for game balancing. And that's never going to change.Cool. I know it's been brought up in some of the threads, too so hopefully he both acknowledges it and considers it to have merit.
When we were going to have both PPMs and flat-rate versions, the idea seemed to be that you could pick and choose the right one for the right power. Now that this won't be true, I'm hoping the idea that long-cycle-time powers should also be decent places to put procs. If so, that shouldn't automatically preclude them still being as good in fast-cycling powers as they are today.
What I don't know is whether they think how procs work on live is somehow too good. I don't know why they would think that, but I really have no idea what they think. -
-
Quote:That won't work in the general case. Believe me I looked into it. In the general case this either becomes unworkable, or becomes exploitable like you wouldn't believe. The problem is trying to program the game engine to know just exactly which powers are actually genuinely competing for cast time.Then the solution would be to calculate the recharge of a power -- for the sake of calculating PPM -- based on an enhanceable and unenhanceable sum that would mirror recharge time and animation time.
There's also the question of whether or not you should actually *get* the full effect of the procs even when you squeeze the animation time by that much. You don't get the full effect of the *attacks* either.
A chance floor is likely to be the only workable compromise in this area without getting into some very ugly and complex mechanics. -
Effects with a 100% chance to occur baked into the power are not considered procs by the devs for the purposes of this discussion. This only covers proc-like effects with less than 100% chance to occur, or procs with variable chance to occur using the PPM mechanism.
-
-
I suggested something sort of like that to Synapse a while back specifically to cover this potential objection, and I'm hoping it finds its way into the current system after initial testing.
-
Quote:As far as I can see, the two biggest pros and cons are:Someone pro and con this for me... I'm not seeing any pros for this...
Pros:
1. There will in general only be one kind of proc type, whether store bought or acquired in-game. All procs will use the PPM mechanic. No more arguments about which type is better.
2. All PPM procs will have their PPM ratings increased by some amount, and by extension this means all currently fixed chance procs when converted will be converted to higher PPM rating procs. For many players and many situations, this will likely result in higher performance procs. The precise details depend on the recharge range the devs balance the procs for. In particular, this is likely to be true for procs slotted into passive powers and toggles.
Cons:
1. Depending on the precise recharge level the devs balance for, players with builds with higher recharge levels will likely see a small performance reduction on those procs when slotted into quickly recharging clicks.
2. Situations where the PPM proc chance reached or exceeded 100% will now reach a maximum ceiling of 90% chance of firing. -
Quote:As a matter of law, a contract cannot enforce illegal terms on its parties. However, what people on the internet think is illegal and what the law actually says is illegal seems to be two completely different things. In fact, I have yet to see a discussion about the law on these forums not eventually prompt someone to say that what the law actually says is irrelevant to what they believe is illegal.It's a common misconception that a EULA can hold up in court if it breaks better business laws and statures. For some reason it's also thought that if an EULA has a hidden text stating the developers can come to your house and commit murder with out repercussion, that it's fine because it's an EULA.
EULA's aren't never thrown out of court if a greater law is broken. Thus, IF one is, I hope nobody figures it out. -
Quote:If you were actually buying a tangible product, I would agree. You are not. Enhancements obey the rules of the game, and the rules are subject to change. All enhancements, no matter their source. There are no exceptions to the game balancing processes of the game. Everyone should know that, because they are legally required to assert they are aware of the terms and conditions of the game before playing.That might be true but changing a product after payment is accepted, with no option to return said product for a refund is wrong plain and simple.
If this is ethically abhorrent, it would be wrong plain and simple to lie about accepting that condition of the terms and conditions of service.