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I don't have any direct experience with this power really, but I do have an Electric Control character or two, and Conductive Aura also ticks every two seconds. And based on my experience with that power, I'm thinking something more like B, because it sounds like what I've seen. Enemies get their recovery tick (bar visibly moves), then it goes back down from them either getting drained again or them getting off an attack.
Although I think it might be based on something to do with the AI rather than tick timing - enemies won't always decide to use a power before their endurance gets drained again. Hard to really tell, but timing doesn't seem like it'd be a good explanation for inconsistent performance when it's a toggle involved.
Have you considered copying to test and experimenting there?
-Morgan. -
Quote:Reminds me of some of the comments heard when another (non-superhero) game I play raised their level cap. People were upset about basically the same thing, but I looked at it more as opening up a different set of crazy things to be done. (Wouldn't really be how I look at it for anything in CoH though; that tends not to be how I find my fun here.)I totally get where THB's are coming from, believe it or not... Technically, I could have been just as upset as him about the incarnate system when they released it... Why? Because it "cheapened" a lot of the accomplishments I had made with my human-only WS build up to that point.
Quote:I guess the reason the SBE's bother me is that selling gear is a line I've never seen any other MMO cross.
Even if they don't touch anything about the way procs work, I'd still call CoH a very mild example of the phenomenon. Nothing that gives a gamebreaking advantage, nothing you have to keep buying again and again to use. (Yeah, there're consumables, but that's different. I once heard about a game where cash bought equipment would break over time, on top of it being staggeringly more powerful than anything else.)
ETA:
Quote:I should probably also note that some of the more popular rare recipe sets are not (from the last time I looked) available full time to buy (either in set form or otherwise).
-Morgan. -
As someone expecting to have some purples in their warshade (once said warshade hits 50), I'm wondering one thing...
Why have Ragnarok in Dark Nova Emanation and not Detonation?
-Morgan. -
Quote:I don't have my actual data available right now, but I have done some testing that made me pretty sure that it does. I was getting a proc rate almost twice as high in a radius 7 PBAoE compared to a radius 15 one. 15 radius TAoE to 30 radius had a ratio of about 1.5. (Although as far as I know there's only one kind of power that has a radius 30 TAoE - control set AoE immobilizes.)By the way, we have redname statements but (so far as I know) no empirical evidence that the AoE modifier (A) is a function of both MaxTargets and area of effect. If it really does count both, that seems like a double hit on AoEs. Big AoEs usually are the ones with high MaxTarget values. I'm not sure why both should factor in.
Now, when I did this testing, I was making some assumptions that may not be correct. Those are that PPM procs are in fact based on cycle time (which I've seen and done enough single-target tests to be reasonably confident of), and that the effect of cycle time on AoE powers is linear. If it *isn't*... well, the PBAoEs being compared were Black Dwarf Mire and Thunder Strike, which are very close in cycle time.
Edit: Actually, according to a post by Arcanaville, the modifier for AoEs is based only on the size of the AoE, with target cap not being a factor. @.@
-Morgan. -
Quote:Probably closer to 50%, since some testing on similarly fast-recharging powers makes it really likely that the rate is based on something like recharge + cast.The superior version would have a 40% chance to go off with Ice Bolt. I'd rather place it in Ice Slash or Bitter Ice Blast.
I don't know if anything in Icy can take the set though. -.-
-Morgan. -
Quote:There's a thread in the Issue 22 Beta forums where people are discussing and testing proc rates, and someone mentioned that the in-game descriptions have incorrect PPM for some procs. City of Data says that the Dom proc is 5 PPM, and I'm inclined to believe it based on my tests in single-target powers.I thought the proc was using the same procs per minute mechanic the Stalker Proc had.
set to 3 PPM(as paragonwiki reports)
a 20 second recharge power or higher should be a near 100% chance to proc.
Was this changed somewhere along the line?
Wormhole will probably still get a near-100% proc rate due to it's long recharge. (The "near" being due to... well, see below.)
Quote:Originally Posted by Codewalker(1) The proc is somehow working on a per-activation basis
(2) The proc is failing to check additional targets past the first
I've got a couple ideas on how to do a reasonably conclusive test of this, although proving a negative tends to be a problem. We'll see how it works out.
(Also, this is why I say "near-100%" about Wormhole - because it would still have to succeed in that one particular hit roll if this is correct.)
If this is the case, it makes one wonder what's up with these procs in damage auras. Arbiter Hawk said this:
Quote:Originally Posted by Arbiter HawkThese procs should function identically in damage auras as they do in powers with the same Max Targets and a 10 second recharge time.
Quote:Originally Posted by CodewalkerWhen Achilles' Heel: Chance for Resistance Debuff is slotted in an AoE power, can it ever proc on more than one target within a single activation of the power?
Quote:When Siphon Insight: Chance for +To Hit or Decimation: Chance for Buildup is slotted in an AoE, how does the proc rate compare when only hitting a single target versus using it against a large group?
One is Electric Control's Jolting Chain. It's well established that self-buff procs in this power only affect the caster on the first target, not the jumps. On the jumps, the enemy being hurt is technically the caster, it gets the effect of the proc. (Jolting Chain with the Entropic Chaos proc has been observed to heal enemies.)
The other is Traps' Acid Mortar. In pet powers self-buff procs are known to get one chance to fire on the caster when the power is cast, and after that has chances to fire on the pet's attacks. (With caveats based on the nature of the proc - for instance, if a pet takes immobilize sets, an immobilize proc would only fire on attacks that can immobilize. Not an issue in this case.) I figured, I have a traps corrupter, it's worth a try? Well, the SBE at least isn't firing off even once in most volleys, let alone twice. The regular proc might be better than the SBE in this case, but I don't already have one of those sitting around. Not sure how much further pursuit this one is worth.
Siphon Insight? I've got something that can test that too. Scrapper, Darkness Mastery, Torrent. Never saw it proc twice on one cast, although my number of samples is not that high. Enough that getting 4% on procs per hit seems a bit too low for a proc with a stated rate of 10%. (13/308).
-Morgan. -
It will probably do better for you in a single-target power.
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Uh, are you really really sure about this? Because I've done some testing on the Brute proc too. (Although not as much as on the Dom proc. The brute kills enemies quickly enough that it slows things down...)
The Obliteration proc has lower ppm than the Brute proc. But if the Brute proc was checking as often with even the lower rate I got for the Obliteration proc in Thunder Strike (51%), it should have had a near 100% rate when used in a group. But it didn't. It was more like 71%.
Now, the number of samples on that last test is pretty low. So it's not very confident. But it does make me pretty sure that when Thunder Strike with the Brute proc slotted hits 8 mobs, it isn't making 8 rolls at anything within the 95% confidence interval of my Obliteration test. Because those would all give a less than 1% chance of the Brute proc -not- firing. What I've seen fits a lot more closely if the Brute proc, like the Dom proc, is being checked once per activation only.
Of course, given that Beta just got another patch, I have to add to that they could have changed the way the proc works *again* since I did my testing.
Really, I have my doubts about the ppm procs normalizing things. In most cases a saturated AoE will still get more procs than a similar single-target. SBE procs in some AoEs will fire a lot more than the equivalent enhancement proc. And as far as I can tell from either reading discussions or my own testing, all the self-buff procs have a ridiculously low fire rate in AoEs compared to single-target powers, which is hardly normalized at all.
-Morgan. -
Better to know I guess. I'm hoping something will actually be done about the Block of Ice thing though? That was one of my likely slotting choices in the "forget the proc, go for the bonuses" strategy for my Ice/Thorns.
Another thing someone might want to try if they're doing beta stuff is Dark Control's immobilize. From what I've seen cones don't get reduced nearly as much as spehrical AoEs of the same target cap, so it's possible that the proc could fire enough to be useful there. (Dark Control's style doesn't really give me the warm fuzzy feeling, so I haven't made one and can't conveniently test it.)
-Morgan. -
The concept of "proof" in statistics can be a bit fuzzy in general. But that number of samples gives you a 95% confidence interval of 13.3% to 17.7%, which is enough to be reasonably satisfying. Especially with the obvious thing to compare it to (the single-target hold) regularly getting proc rates in the 80% range.
-Morgan. -
Yeah, it's shown up before. I'm pretty sure it actually applies to all AoE powers.
I think I first ran into it in a post by Arcanaville explaining why Jolting Chain will essentially always hit it's target cap if it hits at all (assuming clustered mobs). If the first jump fails, it'll try the next target in line, and if it's got capped accuracy the streakbreaker will force the second try to succeed, and it'll keep happening all the way down. So the only way for Jolting Chain to run out is if there's nothing else in range that hasn't already been hit.
It's definitely a case where the mechanics are being nice to you. ^.^
As for whether the current Dom proc behavior is WAI... well, as I understand things, the Brute proc fix makes it work in the exact same way. So I wouldn't get my hopes up on this being something that's been missed. Something they could be convinced to change, maybe? It doesn't seem that fair to any of the ATs with self-buff procs, since the ATs with damage procs can potentially get good utility from theirs.
-Morgan. -
Quote:Whatever should be happening, the only way to explain what actually is happening that I can see is that in this case the effects *aren't* being evaluated per-target, but instead only once regardless of how many targets are hit.The proc rate itself doesn't change, but the number of times it's checked does. (effects are always evaluated per-target, the only way to prevent that is to set something to not stack, which merely hides that fact. See the endurance drain portion of crashing nukes for proof.).
Now, what you're describing is how I'd like to see it work. Then I could stick it in Roots on my Plant/Icy, have it go off at a reasonable rate, and be happy.
-Morgan. -
Quote:Well, I have tested, and it's not quite like that.Just making a wild guess here, given the proc is a potent proc, and using logic here, I imagine they do want it to proc less with AoE powers, even if it is capped at three applications, that is, they'd rather not see 3 damage boosts with a single application with the same rate as with ST powers.
Given that,
if on ST its 100%
logically for AoE powers to achieve approcimately the same effect
-Powers with a 16 target max, 100%/16 = 6.25% per hit
-Powers with a 10 target max, 100%/10 =10% per hit
Alternatively, they could base it on per activation, while keeping it 100%,
I'm not going to actually test myself, but it wouldn't suprise me, if on roots it does turn out to be 6.25% per hit.
For one thing, the target cap isn't the only thing that matters - the radius does too. There's also a difference between conical and spherical AoEs.
And another, it's not just a linear division thing. The control set AoE immobilizes I've found to pretty consistently get proc rates of about one-fifth that of a single-target control power. Those powers are notable as having both a high target cap and a huge radius.
Also, as Codewalker noted, it would not be a 100% regardless. Both the AoE immobilizes and the single-target holds recharge too fast for that. It's pretty high though. (According to City of Data, the regular proc is 5ppm, not 3. Which explains a few things. My testing with Strangler shows a pretty consistent proc rate of somewhere around 80%.)
Quote:Like I've said before, just put it on on some ST mez power( ST hold, confuse, sleep, or immobilize), your going to spam anyway, and you don't have these problems.
Quote:No, the number of targets hit does increase the chance that the proc will fire. Whether the proc affects the target or the enemy has no impact on that.
I did some more runs with this proc in Roots, with only a single enemy in range. 84 procs / 605 hits, or about 14%. (The number of activations is slightly higher, but I don't think the proc can fire if it doesn't hit at least one enemy. It definitely did not fire on any of the 30 misses during this test run.)
So, you'd expect hitting more targets to yield more procs, right?
On a test run versus 9-12 enemies, 53 procs / 418 activations. (Due to the streakbreaker, there's no way I could get all misses on a cast.) Or a little under 13%.
Now, the 95% confidence interval for both those ranges about from 10% to 16%. But unless lots of things about the way these procs work that Arbiter Hawk has been lying to us about, I can't think of a way that multiple targets could be increasing the proc chances.
There is one caveat to these results - I did my testing on Beta. Live might be doing something different. But if it is, you can probably expect the future to hold Live changing to function the same way as Beta. That's what happened with the Brute proc.
-Morgan. -
Quote:Well, that's why I've been thinking the best option would be slot the proc in something from the secondary, and slot the rest in a suitable control. Of course, that's if I'm not going for ranged defense. Which my Plant isn't. Too bad Icy doesn't have a thing it can go in...Not even worth using it in control/damage powers like mesmerize, subdue, or dominate because the set doesn't enhance damage at all.
Quote:Let me know if what I'm saying makes sense or if I'm missing something.
What I actually *expected* was for the proc (when put in an aoe) to be similar to the Force Feedback proc - a low chance for the effect to fire per target, but an effectively pretty high chance that it'll fire from one or more... but only one firing per click will actually do anything. But they might not be *able* to have it work like that and still be able to stack with itself over multiple clicks.
So, given that it (AFAIK) only rolls once per cast ever, it'd certainly be nice if it didn't get the AoE reduction.
-Morgan. -
Quote:I don't know if I'd get my hopes up based on that, since as I understand it the fix here makes the brute proc more like the dom proc. Before, it could apparently fire multiple times per cast, but had the reduced proc rate due to being AoE. Now, only once per cast, still has the reduced proc rate. Still not absolutely certain whether the low proc rate is WAI or not though.It does make sense, but it still sounds like a bug to me since the proc is assuming it affects targets and not the caster. Bug report time. Hopefully they can address it as quickly as they addressed the brute fury proc bug.
It kind of annoys me that I can't find anyplace good to use this in my Plant/Icy. Don't think anything in the secondary can take it, it's no good with Roots, and I don't use Strangler that frequently to benefit. Guess I'll probably just be using it for set bonuses.
-Morgan. -
Quote:This is not, strictly speaking, true. The chance to proc is lower in AoE attacks, but the factor by which it's lowered isn't enormous in most cases. For instance, if I put the Obliteration sbe proc (which is rated 3ppm) in Black Dwarf Mire, I can expect to have the proc fire about nine times per minute... assuming no recharge in the power. (And, of course, having ten things for it to hit every time.) The numbers in Foot Stomp would be similar, since that power has the same radius, target cap, and recharge time. The only case I've found where a sbe proc ends up being worse than the normal proc is in control set AoE immobilize. (Which combine a short recharge, a high target cap, and a very high radius.)Except they specifically changed this in the other ATO procs. There were a bunch of Dev threads explaining they lowered the chance to proc in AOE / multitarget attacks, so that overall the proc still just procs as much as if you had it in an ST attack (the procs-per-minute mechanic). assuming equal use.
In all the testing I've done, the brute proc only seems to be able to fire once per click even in AoE powers. But this has been on the beta server, which might be different than live. (And they seem to be particularly bad in the damage auras. I've never seen it fire more than once or twice a minute in one of those, regardless of number of targets nearby.)
Edit: Well, that explains that...
Quote:Well, I purpled my Brute Fury Proc last night and took it out for a spin. It's supposed to add 7 pts of Fury when it procs, right?
But when I looked in the combat stats in chat tray, it said 6.3 Fury added when it procced. What's up with that?
-Morgan. -
It is definitely *strange*, but this behavior seems to be pretty consistent with all the ATO procs that do something other than damage. I don't think I've seen anything pointing to it being the intended behavior, but nothing pointing to it being unintended behavior either.
Unless you're after the six-slot bonus, just putting the proc in subdue is probably your best bet. If you are after that bonus... Well, it seems like in a lot of cases it's going to come down to choosing either the bonus or a good place for the proc, not both.
-Morgan. -
I know the controller one doesn't work, which isn't all that surprising since it's not a "control" power as such. I was disappointed.
Since the dom set also goes in control powers, I doubt it'll go in a dom's Jolting Chain either.
-Morgan. -
Kind of depends on what you're fighting and how though. On some maps I find it's more fun to crush most of one group, then move on to the next. In which case there's rarely a proper "end" to fights, and midfight Eclipses are often the norm.
Of course, that way of doing things is a bit situational. But I've found that almost everything I do on warshade could be called situational, compared to any of my other characters.
-Morgan. -
Something to keep in mind though is that targets which resist slow tend to resist it heavily. My favorite-for-certain-values-of-the-word example is warwolves, who run in and out of slow patches like they weren't there no matter how you've enhanced it.
So while there are some interesting frankenslotting possibilities in the slow sets, enhancing for slow itself is usually not recommended.
As for confuse enhancements... well, you haven't said what kind of enhancements. Three TOs won't be that noticable. Three SOs makes a lot more of a difference. Even then it's not perfectly reliable, but those do help.
-Morgan. -
Quote:Wouldn't be the first thing I've thought they were wrong about.It's considered an exploit by the developers. I can confirm this from conversation with them on the subject.
Quote:Read the in-game description for a Nucleolus HO. It should never have been enhancing Damage Resistance, only Accuracy and Damage. If you don't see the reason using it to increase Resistance was an exploit, then no further amount of explaining will possibly convince you.
And if you don't see the reason why it's not all that much of an exploit, I'm starting to feel the same way about you?
Quote:Why reward players who have been exploiting the system by preserving that exploit after finally having fixed it? It would preserve the exploit, and eliminate the usefulness of the fix.
Seriously, if the only thing the HO change affected was Eclipse, they probably wouldn't even have bothered.
-Morgan. Would you like it more if I suggested putting schedule B resistance on Endoplasms? -
Quote:I suppose we're using different standards to determine what's called an exploit and what isn't. The DDR thing? That's an exploit. The DDR of the power in question was just plain not supposed to be enhanceable.Disagree that this was a 'nerf'. It was an exploit, although a minor one in some cases (although ludicrous in others AKA boosting Defense Debuff Resistance).
Eclipse? It's supposed to be enhanceable for everything it was getting enhanced for. The only questionable part to me was that it was giving schedule A enhancement instead of schedule B, but that's pretty minor by comparison.
Quote:It's probably a waste of effort to put in a whole new HamiO that people might be really pissed if they get, since it's so niche.
-Morgan, for the record, has never even had any HOs. Res/Rchg x3 + Acc/Rchg x(1-2) ftw. -
Quote:You'll note that I'm not advocating them doing this.I believe that creating a new IO set for a single power would be a waste of the Dev's time and effort.
Quote:My Willpower scrapper would love a new Healing/Resistance IO set to slot in High Pain Tolerance, but since I haven't been able to exploit an HO to gain both enhancement categories in the past should I now feel entitled to a new IO set? I would also like a new End Mod/Healing IO set to slot in Physical Perfection while we're at it.
Quote:I merely noticed that no one had mentioned them as a solution to alleviate the loss of the Nucleolus exploit in this thread. Do you think the Resistance value of an Accuracy/Resistance IO(if created) would be any higher than those of an existing Resistance/Recharge IO?
I've spent some time looking at the values in mids, using an EndMod/Acc and a Res/EndRed to stand in for an Acc/Res (since I slot Eclipse for neither EndMod nor EndRed), and I'm not actually all that interested. Oh sure, I can get about the same values for a four-slot configuration using five less enhancement boosters. But the super packs I opened gave me enough of them that I just don't care. Other people's slotting priorities (and willingness to use boosters) are likely to vary from mine though.
Quote:As for when I joined this forum, do you really believe I've only been playing since August 2011?
-Morgan. -
Quote:My instinctive response is to say "So?", but that's probably a little too flip. So instead I'll say try looking at it from the other end. I don't play any characters who have a use for an accurate tohit debuff enhancement.* So there's no need for an accurate tohit debuff set to exist, right? Well no, some people actually have tohit debuff powers that need accuracy. And were I to make a character who had those kind of powers, I'd expect to be able to use sets like those, because that's the expectation created by all the other accurate do-stuff powers I've met.Powers that utilize Accurate Healing sets are found in many power sets, available in most AT's, including Warshade ST heals. This is a fringe situation affecting Eclipse, one of the most powerful Resistance powers in the game. Currently no power in any other power set or AT would even be able to use an Accurate Resistance set if it were made.
... Except for Eclipse. Eclipse breaks the expectations set by the rest of the invention system, which somehow seems like a *bad thing* to me. It's esthetically displeasing, if nothing else.
Now, that doesn't make Accurate Resistance enhancements not something with limited use, which is why I don't support adding a new enhancement category. There's easier ways to fill that void well enough for most purposes.
*May not actually be true, depending in part on whether or not you think enhancing the debuff in Dark Melee attacks is useful. I don't. Anyway, it's hypothetical, hypothetical!
Quote:I'm a little surprised that no one has mentioned this yet, but there are several Resistance sets that offer Resistance/Recharge IO's. Slot two of those with an Accuracy and Recharge IO, and the numbers should be about the same as if you had two non-existent Accuracy/Resistance IO's and two Recharge IO's. Right? Problem solved, you're all very welcome.
(Also neither of those things you suggest has enough Res for my taste.)
Quote:Agreed, but the exploit fix was brought up in the title of the thread.
-Morgan. -
There's doesn't seem to be an obvious rule of thumb, other than to put it in a power that you use often. Using it in the AoE immobilize is -bad-. I'm starting to suspect it has a reduced proc chance due to being AoE, but only makes one roll to proc regardless of how many targets are hit. That seems wrong, I shouldn't be getting less than 1ppm like this.
Tesla Cage isn't a bad choice if you use it often. It's safe to assume that this proc will only fire on casting in Static Field or Synaptic Overload, so you can't stack the effect from this, but it will probably fire every cast on SF. SO I'm not sure about, there seem to be some funny things going on with ppm procs in chain powers; if it works like the other one I've tested you could expect a 100% rate here too. I don't have an Elec dom high enough to test this though.
Ooo~or you could look to your secondary. Bone Smasher and Total Focus should take it, with the latter probably being guaranteed proc while the former is more easily stackable. (Might be pretty close to certain in the former, actually. I'm getting consistently around 80% proc rate in 8sec recharge single target powers.)
I suppose you could use the rule of "whatever single target power you use the most" and get good results. I'm definitely wishing that Icy Assault had something it could go in, but I don't think it does.
-Morgan.